40k Skirmish

these are trial rules created by Mr French.

Characteristics

In Inquisition Wars the warriors each have different abilities, some being better at certain actions, for example, fighting, shooting or climbing, than they are at others. This variety in each warrior is represented in the form of characteristics and skills. Each model is defined by a set of characteristics: Movement, Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Initiative, Attacks and Leadership. Each characteristic is assigned a value of (usually) between 1 and 10. The higher the value your model has for any characteristic the better – for example, a model with Strength of 6 is stronger than a model that has Strength of 2.

MOVEMENT (M): A model’s Movement rate shows how far the model can move in a turn, under normal conditions.
For example, a typical Human has a move of 4", while a fleet-footed nimble Eldar has a move of 5".

WEAPON SKILL (WS): Weapon Skill is a measure of close combat ability (i.e., how good the warrior is at hand-to-hand fighting). A deadly swordsman or a crazed berserker would have a high value compared to a lowly acolyte, for example. The higher the WS, the more likely your warrior is to hit his opponent.

BALLISTIC SKILL (BS): This shows how good a shot the individual is. When you shoot a bow or fire a pistol, the chance of hitting a target depends upon your model’s Ballistic Skill. A normal Human has a BS of 3, though an experienced marksman might have a BS of 4, 5 or even higher.

STRENGTH (S): Strength indicates how strong a warrior is! It is especially important for hand-to-hand combat, because the stronger you are the harder you can hit. A Strength value of 3 is about average.

TOUGHNESS (T): This is a measure of how easily an individual can withstand a hit from a weapon or a blow from a club or fist. The tougher you are, the harder you are to wound or kill. An average Toughness value is 3, though a gnarled old warrior might have a Toughness of 4!

WOUNDS (W): A model’s Wounds value shows how many times the model can be wounded before it collapses, is killed or incapacitated. Most individuals have only 1 Wound but veteran warriors or large creatures might have more.

INITIATIVE (I): The Initiative value indicates how fast and nimble the warrior is. It determines the attacking order in hand-to-hand combat, and is particularly important when the model is climbing and moving.

ATTACKS (A): The Attacks value indicates how many blows the model can make in hand-to-hand combat. Most warriors have an Attacks value of 1, but powerful fighters may have more. The more Attacks you have, the greater the chance you’ve got of beating your opponents into an unrecognisable pulp!

LEADERSHIP (Ld): Leadership represents raw courage, self control and charisma. The higher the model’s Leadership value, the more likely he is to remain steadfast in combat while others run off or are slain.

SAVE (Sv): A creatures saving throw gives it a chance of avoiding harm when shot or struck. Most creatures have a saving throw based on what type of armour they are wearing, and so their Sv can be improved if they are equipped with better armour. Other creatures may have a save because of a thick hide or hardened shell.

‘0’ level Characteristics
Some creatures have been given a ‘0’ for certain characteristics which means that they have no ability in that field whatsoever. This usually applies to creatures unable to use missile weapons (who would have a BS of 0) but it might equally apply to other characteristics as well. If a model has a WS of 0 then it cannot defend itself in hand-to-hand combat, and any blows struck against it will automatically hit.
A model’s characteristic values are written in the form of a chart called a characteristics profile (or just profile).

M WS BS S T W I A Ld Sv
4 3 3 3 3 1 3 1 3 -
The example above is a typical profile for a Human warrior. As you fight in more games against other players, your warriors will get better and their characteristics may increase. All these details are recorded using the Warband roster sheets provided at the back of this book. This is explained properly later on. For now it is enough to know what each characteristic is for and how their values vary.

Characteristic Tests
Often in the game a model will be required to take a test on one of his own characteristics. In order to pass this test, the model has to roll a D6 and obtain a result equal to or lower than the value of the characteristic involved. Note that if you roll a 6, you automatically fail the test regardless of the model’s characteristic value.

For example: Berek is jumping down from a wall that is 3" high and has to take an Initiative test. He has an Initiative value of 3 on his characteristic profile and therefore will be successful if he rolls a 1, 2 or 3 on a D6. If he rolls a 4, 5 or 6 he will fail the test and fall down, suffering all the painful consequences!

Leadership Tests
Tests against the Leadership characteristic are done in a slightly different way. In the case of a Leadership test, you should roll two dice and add the two scores together and then add the result o the character Leadership. If the result is equal to or less than 10 characteristic, the test has been passed.

For example: Dieter’s Leadership is 5, so to pass a Leadership test he must roll 5 or more on 2D6.

The Turn

In Inquisition Wars you are in a charge of a warband and your opponent is in charge of another. The warriors and scenery in the game are set up on the tabletop in a way that is appropriate for the encounter you are fighting.

Phases
To keep track of who is doing what and when, each turn is split into four phases. This is called the Turn sequence.

Turn sequence
1 Priority
In Priority phase each player rolls a D6. The player with the highest score has priority for the turn. In the case of a drawer the player with the highest Strategy rating has priority.

2 Movement
During the movement phase both sides may move the warriors of their warband according to the rules given in the Movement section. The side with priority moves their warband first.

3 Shooting
In the shooting phase both sides may shoot wit any appropriate weapons as described in the rules for shooting. The side with priority shoots first.

4 Hand-to-hand combat
During the hand-to-hand combat phase all models in hand-to-hand combat may fight.

Priority
At the start of every turn all players roll D6 to decide the order of priority for the turn; the player with the highest roll has priority in each of the following phases.
 In the case of multiple player games priority is descending order from the highest roll down wards.
 In the case of draws each player rolls again to decide who goes before the other.

Strategy Tokens
All warbands have a Strategy Profile that represents how insightful there leader is how quick it is to respond threats, changes and the designs of their enemies. A warbands basic strategy profile is given in its list and lists how many of each type of strategy token a warband has.

Representing Strategy Tokens
The easiest way to keep track of how many of the different tokens that a warband has is to use different coloured chips such as standard poker chips. Before play begins each player takes the quantity of the colour that represents the tokens his warband has. When a token is spent the chip is discarded. The colours listed by the types of token are those of a standard poker chip set but you can of course use different colours or even other representations such as the suits of cards in a deck of cards.

Once a token is used in a game it may not be used again that game though in a campaign a warband begins each game with its full set of strategy tokens. There are four types of strategy token and each has a different effect.

Master Strategy Tokens (Black): A mastery strategy token may be used when priority is rolled for a turn and allows the player to automatically have the highest priority that turn. Another player may play another master strategy token as a counter. If this is the case then neither player gets automatic priority is rolled again.

Example: Paul wins priority when playing Alan and John. Alan decides he really needs priority that turn and spends his only Master strategy token to get it. Paul does not want Alan to get priority that turn and so uses a master strategy token to counter Alan’s and so priority is rolled again with Alan getting priority, John going second and Paul going third.

Standard Strategy Tokens (White): A standard strategy token may be used in either the Movement or Shooting phases to move or shoot with a single model out of the normal priority sequence. The token may be used at any time during a movement or shooting phase and allows the model nominated to act at that point.

Example: It is the movement phase in Paul, John and Alan’s game. Alan has priority with John going second and Paul third. Alan has moved all but two of his models and seeing that one of his models is going to get caught in a charge John declares the use of a standard strategy token to move the threatened model at that point so that it is out of charge range. Once John has moved his model Alan moves his remaining models.

Usually this will be used to move or shoot before a model normally would but they may also be used to hold a models movement or shooting until after they normally have moved. This is called a held move or held fire and must be declared during the players priority and the token placed by the model.

Example: It is still the movement phase and John decides that he wants to be able to pull one of his models back if Paul moves to shoot it but otherwise is quite happy with were it is and so does not move the model and places a standard strategy token by the model. Later when it is Paul's movement he does indeed move into a position that would threaten John’s model and John interrupts Paul’s movement to pull the model back.

If several players use standard strategy tokens in the same phase then they are resolved in the order they were declared.

Movement Strategy Tokens (Green): Movement strategy tokens function in exactly the same way as standard strategy tokens but may only be used in the Movement phase.

Shooting Strategy Tokens (Blue): Shooting strategy tokens function in exactly the same way as standard strategy tokens but may only be used in the shooting phase.

Movement

Who Moves First?
The side that has priority that turn moves each of their models one at a time. Once they have moved everything the other side then moves each of its models.

Activation, Injury and Rallying
When a player decides to do something with a model in the movement phase it is described as being activated.

If a model is Knocked Down, Stunned or Broken then when a player activates the model then a slightly different procedure is followed:

A Knocked Down model when activated is stood up again but may only move at half their normal rate (see the Shooting section for more details).

A Stunned model when activated may only be turned to face up and count as knocked down but may do nothing else.

A Broken model when activated makes an immediate Leadership test. If they fail they continue to flee 2D6 as described in the psychology section. If the model passes they may move and fight as normal.

Moving
When activated in the movement phase models can move up to movement rate their in any direction. They may move (including running and charging) up and down ladders and stairs, and over low obstacles such as barrels, boxes, etc. In normal circumstances models don’t have to move their full distance, or at all if you do not want them to. All exceptions are explained later and invariably involve either charging or compulsory moves.

Running
The normal Movement value of models represents a warrior moving at a fairly rapid rate, but allows time for him to aim and shoot a weapon and generally observe what is going on around him. If you wish, a model may move much quicker than this – he can run! A running warrior can move at double speed (for example, 8" rather than 4"). Note that running is not the same as charging as it does not allow your model to engage the enemy in hand-to-hand combat. A model can only run if there are no enemy models within 8" of it at the start of the turn (fleeing, stunned, knocked down and hidden models do not count). Check this distance after any charges has been declared. If there are any enemies within 8" at the start of the turn, the model will prepare to fight instead and so is unable to run. The running model can move closer than 8" to an enemy as it moves. Any model that runs loses its chance to shoot during that turn. He is concentrating on running and is not prepared to fight, having sheathed or shouldered his weapons. You should declare that models are running as they move, as this will remind both players that the model is unable to shoot that turn. Running models can cast spells as normal.

Charge!
If you want a model to engage the enemy in hand-to-hand combat then you must make a special move called a charge. Without measuring the distance, declare that your model is charging and indicate which enemy model he is going to attack. You can charge any opposing model if you can draw an unobstructed line from your model to the target. If your warrior wants to charge an enemy model within 4" that he can’t see (e.g., because it is behind a corner) but has not been declared as hidden, he must pass an Initiative test to detect it. If he fails the roll, your model may not charge this turn, but may move his normal distance, shoot and cast spells.

A charge is like a running move, performed at double the Movement rate, but ends with the attacker moving by the most direct route into base-to-base contact with the enemy model. Once their bases are touching they are engaged in hand-to-hand combat. Models are also considered to be in hand-to-hand combat even when separated by a low wall or obstacle, where it is impossible for the bases to touch physically because the obstacle is in the way.

If an unengaged (i.e., not in hand-to-hand combat) enemy model lies within 2" of the charge route, that model may choose to intercept the charger if he wishes. Only one enemy model may attempt to intercept each charger. If the intercepting warrior would normally require a Fear test to engage the charger then he must pass one in order to be allowed to intercept. Failure means he will not move. If the intercepting warrior causes fear then move the models into contact and then take a Fear test for the original charger (assuming he would normally do so) as if he was the one being charged. Regardless of the results of this test it is still the original charger who counts as charging in the subsequent round of combat, not the intercepting warrior.

Sometimes a charging warrior may not reach the enemy because you have miscalculated the distance. If this happens move your warrior his normal move distance towards the enemy. This is called a failed charge. The model cannot shoot in the same turn in which he failed a charge, but he can cast spells as normal. Models cannot be moved into hand-to-hand combat except by charging – any move that brings a warrior into hand-to-hand combat is a charge by definition. A model that charges will ‘strike first’ in the first round of the ensuing combat.

Charging more than one opponent
If you can move your warrior into base contact with more than one enemy model with its charge move, it can charge them both. This might be inadvisable as it’ll then be fighting two enemies at once!

Hiding
The Hiding rule represents warriors concealing themselves in a way that our unmoving and dramatically posed models cannot. A hiding warrior keeps as still as possible, just peeking out of cover.

A model can hide if he ends his move behind a low wall, a column or in a similar position where he could reasonably conceal himself. The player must declare that the warrior is hiding and place a Hidden counter beside the model for it to count as being hidden.

A model that runs, flees, is stunned or charges cannot hide that turn. His sudden burst of speed does not give him time to hide.

A model may stay hidden over several turns, so long as he stays behind a wall or similar feature. He may even move around so long as he stays hidden while doing so. If an enemy moves so that he can see the hidden warrior, the model is no longer hidden and the counter is removed. When hidden, a warrior cannot be seen, shot at or charged.

While hiding, a model cannot shoot or cast spells without giving away its position. If a hidden model shoots, or moves so that he can be seen, he is no longer hidden and can be shot at as normal.

A model may not hide if he is too close to an enemy model – he will be seen or heard no matter how well concealed. Enemy warriors will always see, hear or otherwise detect hidden foes within their Initiative value in inches. So a warrior whose Initiative value is 3 will automatically spot all hidden enemies within 3".

Terrain

Open Ground: The tabletop surface, floors of buildings, connecting overhangs, ladders and ropes are all considered to be open ground and will not affect movement even if the model is charging. It can also go through doors and hatches without slowing down.

Difficult Ground: Difficult ground includes steep or treacherous slopes, bushes and the angled roofs of buildings. Models move at half speed over difficult terrain.

Very Difficult Ground: This is really dangerous terrain, such as narrow crawl holes through the rubble. Models may move at a quarter rate, so if the model moves 4" over open ground it can only move 1" over very difficult ground.

Wall and Barriers: Walls, hedges and other low obstacles form barriers that you can either go around or leap over. A model can leap over a barrier that is less than 1" high. This does not affect its movement in any way.

Climbing
Often the ruined buildings do not have stairs or ladders, so your warriors will have to climb to reach the upper floors of buildings.

Any model (except animals!) can climb up or down fences, walls, etc. He must be touching what he wants to climb at the start of his movement phase. He may climb up to his total Movement in a single movement phase (but cannot run while he is climbing). Any remaining movement can be used as normal. If the height is more than the model’s normal move, he cannot climb the wall.

To climb, a model must take an Initiative test. If he fails it whilst climbing up, he cannot move that turn. If he fails it while climbing down, he falls from where he started his descent (see the Falling section).

Jumping Down
Your warrior may jump down from high places (up to a maximum height of 6") such as walkways and
balconies at any time during his movement phase. Take an Initiative test for every full 2" he jumps down. If he fails any of the tests, the model falls from the point where he jumped; takes damage (see Falling) and may not move any more during the movement phase. If successful, the model can continue his movement as normal (jumping down does not use up any of the model’s Movement allowance).

Diving Charge
You may charge any enemy troops that are below a balcony or overhang, etc that your model is on. If an enemy model is within 2" of the place where your warrior lands, he may make a diving charge against it. Take an Initiative test for each full 2" of height your model jumped down from, up to a maximum of 6", like a normal jump. If he fails any of them, your model has fallen and suffers damage, may not move any more during the movement phase and cannot charge the enemy. If he succeeds, the model gains a +1 Strength bonus and +1 to hit bonus but only during the following hand-to-hand combat phase.

Jumping Over Gaps
Models may jump over gaps (up to a maximum of 3") and streets, (eg, from the roof of a building to another). Deduct the distance jumped from the model’s movement but remember that you cannot measure the distance before jumping. If your model does not have enough movement to jump the distance, he automatically falls. If your model is able to cover the distance, he must pass an Initiative test or fall. A model may jump over a gap and still fire a missile weapon if it is not running. It may also jump as part of its charge or running move.

Shooting

During your warband’s shooting phase each of your warriors may shoot once with one of his weapons.
This means that he can fire a bolter, shoot with a crossbow, or hurl a throwing knife, for example.

Who Shoots First?
The side that has priority that turn shoots each of their models one at a time. Once they have shot with everything the other side then shoots each of its models.

Pick which fighter is going to shoot, nominate his target, work out whether he hits the enemy and, if he does, any wounds or injuries that are caused. Then continue with the next shooter. You can take shots in any order you wish. Be sure to remember or note down which models have already shot.

Who Can Shoot
Each model can shoot once in the shooting phase, so long as he can see a target and assuming he has a suitable weapon. He may not fire in the following circumstances: if he is engaged in hand-to-hand combat, has run or failed a charge in the movement phase, has rallied this turn or is stunned or knocked down.

To shoot at a target, a model must be able to see it, and the only way to check this is to stoop over the tabletop for a model’s eye view. Models can see all around themselves (i.e., 360°), and they may be turned freely to face in any direction before firing. Note that turning on the spot does not count as moving.

Note that friendly models do not obscure line of sight unless otherwise stated

Closest Target
You must shoot at the closest enemy, as he represents the most immediate threat and therefore the most obvious target. You may shoot at a target that is not the closest target by passing a Leadership test.

However, you may shoot at a more distant target if it is easier to hit or if closer models are
Stunned, Knocked down or Broken. For example, a closer target may be hard to hit because it is in cover, whilst a more distant target might be in the open and therefore an easier shot.

You may always choose to shoot at a Large Target if you can see it, whether it is in cover or not and even if it is not the closest target.

You can shoot at models that are broken, knocked down or stunned, but you can choose to ignore them, because they do not represent an immediate threat. It is better to shoot the closest standing enemy model instead.

Range
Once you have decided to shoot and have chosen a target you must measure to see whether the shot is within range. Each type of missile weapon has a maximum range, as described in the Weapons & Wargear section of the book.

Assuming that your target is within range your warrior can proceed with the shot. If the target is out of range then he has automatically missed this turn.

Hitting the Target
To determine whether a shot hits its target, roll a D6. The dice score needed will depend upon how good a shot the firer is (as indicated by his Ballistic Skill). The chart below shows the minimum D6 roll needed to score a hit.
BS of shooter 1 2 3 4 5 6 7 8 9 10
D6 roll needed 6 5 4 3 2 1 0 -1 -2 -3

Multiple Shots
Some weapons can fire more than one shot in this case the first shot must be fired at a target that is chosen in line with the closest target rules. Additional shots may be fired at the first target or may be fired at targets that are within 2” of the first target. You roll to hit for each shot made with a weapon.

Hit Modifiers
-1 Long rang: If you are shooting at a target that is more than half of your weapon’s maximum range away.
-1 Moving & Shooting: If your model has moved at all (other than standing up, or turning to face your target) during this turn.
-1 Multiple Shots: If your model has fired more than one shot with a weapon.
+1 Large Target: If either the target model has the Monstrous Creature special rule (such as an Ogre), or whose main ‘body’ is over 2" tall or wide (such as most buildings).

Roll to Wound
Once you have hit a target test to see if a wound is inflicted. A shot may fail to cause a wound because it hits part of the target’s equipment, just scratches the skin or causes some very minor injury which the warrior bravely (or stupidly) ignores. If you fail to cause a wound, the target is unharmed.

To determine whether your shot has caused a wound, compare the Strength of the weapon with the Toughness of the target. You will find a complete description of the various weapons together with their Strength values and special rules in the Weapons & Armour section.

The chart bellow above shows the D6 score required to turn a hit into a wound Note that a dash (–) means that there is no chance of wounding the target.

Toughness
1 2 3 4 5 6 7 8 9 10
Strength 1 4 5 6 6 N N N N N N
2 3 4 5 6 6 N N N N N
3 2 3 4 5 6 6 N N N N
4 2 2 3 4 5 6 6 N N N
5 2 2 2 3 4 5 6 6 N N
6 2 2 2 2 3 4 5 6 6 N
7 2 2 2 2 2 3 4 5 6 6
8 2 2 2 2 2 2 3 4 5 6
9 2 2 2 2 2 2 2 2 3 4
10 2 2 2 2 2 2 2 2 3 4

Saving Throws
If a warrior with a saving suffers a wound roll a D6. If the dice roll is sufficiently high the wounding hit has bounced off the armour and has not hurt the wearer at all. The dice score required varies according to the type of armour.

Armour Penetration
Some weapons can punch through armour. These weapons have an Armour Penetration value or AP. The lower the AP the better because the value indicates the Armour Save that the weapon can ignore. A weapon with no AP value always allows the target to take any save it has.

 If a weapon has an AP equal to a models save then the model gets a save of 6+ from its armour.
 If a weapons AP is lower than the model’s save then the target gets no save against hits from that weapon.
 If a weapon’s AP is higher than the model’s save value the model may attempt its saving throw.

Cover Saving Throws
Models behind cover have an advantage in avoiding harm. Models behind cover get a Cover Saving throw that they may use instead of their own armour save. This save ignores the Armour Penetrating effects of weapons.

What counts as cover?
Cover is basically anything you can hide in or behind.

When do models count as being cover?
When the firer’s line of sight crosses over cover so that the target model is partially obscured the model receives the cover save shown bellow

Cover Type Cover Save
Bushes, High 6+
Grass, Fences

Crates, Barrels, 5+
Woods

Wrecks, Rocks 4+
Ruins, Walls
Trenches

Bunkers, 3+
Fortifications

Invulnerable Saves
It is possible that an individual may be protected by more than physical armour. Energy fields, mystical energies, or alien metabolism may grant them extraordinary protection. These types of saves are described as Invulnerable Saves. A model may always take its invulnerable save even if the armour penetration of the weapon would not allow an armour save.

Injuries
Most models have a Wounds value of 1, but some have a value of 2 or more. If a target has more than 1 wound you deduct 1 from his total each time he suffers a Wound. So long as a model has 1 Wound remaining he may continue to fight.

As soon as a fighter’s Wounds are reduced to 0 roll to determine the extent of his injuries. The player who inflicted the wound rolls a D6 for the wound that reduced the model to zero wounds, and for every wound the model receives after that. If a model suffers several wounds in one turn, roll once for each of them and apply the highest result.

1-2 Knocked Down
The force of the impact knocks the warrior down. Place the model face up to show that the model has been knocked down.

2-4 Stunned
The target falls to the ground wounded and barely conscious. Turn the model face down to show that he has been stunned.

5-6 Out of Action
The target has been grievously hurt and falls to the ground unconscious. He takes no further part in the game and is immediately removed from the battle.

Knocked Down
A fighter who has been knocked down falls to the ground.
 The model is placed face up to show that he has been knocked down.
 Knocked down models may not move, fight in hand to hand combat, shoot or use psychic powers.
 If a model is in combat with an opponent while knocked down all attacks against the knocked down warrior hit automatically. If any hits wound a knocked down model, ands are not saved, his is automatically taken out of action. Note that a model with multiple attacks cannot knock a model down and then automatically take them out of action during the same close combat phase. This may only be achieved is to have more than one model attacking the same enemy and then a subsequent attacker can take them out of action.
 A knocked down model may not dodge or parry.
 A model that has been stunned nay be stood up when activated in the next movement phase but moves at half its Move rate and may not charge or run.

Stunned
A warrior that is stunned is either badly injured or temporarily knocked out.
 The model is placed face down to show that he has been stunned.
 A model who has been stunned may do nothing at all.
 A player may turn the model face up when it is next activated in a movement phase at which point the model is treated as if it were knocked down
 A model that is stunned is automatically taken out of action if an enemy attacks him in close combat. Note that a model with multiple attacks cannot knock a model down and then automatically take them out of action during the same close combat phase. This may only be achieved is to have more than one model attacking the same enemy and then a subsequent attacker can take them out of action.

Massive Damage
Even though a creature may have multiple Wounds, there are plenty of weapons in the 41st Millennium that are powerful enough to take most things out instantly. If a model is wounded by something which has a Strength value double or greater than their Toughness value and the model fails their save, then the model is automatically taken out of action and removed from play.

Weapon Types

The millennia have spawned innumerable weapons. Some capable of destroying a building some simple but effective methods of killing another human being. In this section we examine the characteristics and special rules that reflect the various qualities of different weapons.

Ranged Weapons
Ranged weapons are those that are used to kill and maim at a distance and include everything from a psy-cannon to a lasgun.

Weapon Profile
Each ranged weapon has a profile which consists of various elements.

Weapon Name Range Strength AP Special Rules

Weapon Name: This distinguished what the weapon is.

Range: Ranges are given in inches and indicates the weapons maximum range. If the weapons range is ‘Template’ then the weapon fires using the teardrop-shaped template.

Strength: This is the Strength used to resolve hits made by shooting the weapon.

Armour Piercing Value (AP): This shows how good the weapon is at punching through armour. The lower a weapon’s AP value the better.

Special Rules: Different weapons have unique characteristics when they are fired. This line is used to describe these special qualities. These special rules for ranged weapons are listed in the following section.

Weapon Special Rules

Rapid Fire
Weapons which are self loading and carry enough ammunition are described as rapid fire weapons. Such weapons can lay down a withering hail of fire at close range and can be fired from the hip as well as being effective for more controlled shooting at longer range.
 A model with a rapid fire weapon may shoot twice at targets within 12”.
 A model may make a single shot at the weapons maximum range.

Pistol
Pistols are single handed ranged weapons that can be used one handed and can spray out a large amount of fire.
 A model with a pistol may shoot twice at targets up to its maximum range.
 Pistols do not suffer penalties for moving and firing

Assault Weapons
Assault Weapons are designed to be fired by troops as they close rapidly with the enemy.
 A model with an assault weapon ignores penalties for moving and firing with a weapon.

Heavy Weapons
Heavy Weapons are either heavy man portable weapons, such as a missile launcher, or lighter weapons which require careful use such as a sniper rifle.
 A weapon may not fire a heavy weapon if it moved in the same turn.

Gets Hot
A weapon which gets hot has a chance of suffering a catastrophic failure when used.
If you roll a 1 to hit when using a weapon which gets hot the firing model must make an armour save or suffer an automatic wound.
If you make multiple shots with a weapon which gets hot the chance of the weapon overheating increases. The chance of the firer suffering wound (as above) increases to the number of shits made with the weapon. This means that a weapon which makes two shots will overheat on a roll of 1 or 2 to hit.

Blast Weapons
Some weapons fire shells, missiles or bolts of energy which explode on impact, potentially injuring several victims with the shock wave and shrapnel.
 When you fire a blast weapon roll to hit as normal, if the shot misses it has no effect.
 If a hit is scored take the Blast marker and place it over the target so that the model is under the hole. Models whose bases are completely covered by the marker are hit automatically.
 Models whose bases are partially covered by the marker are hit on a roll of 4+ on a D6.

Twin Linked Weapons
Weapons are sometimes linked to fire together in order to increase the chances of hitting through the simple expedient of blasting more shots at the target.
 A twin linked weapon allows you to re-roll the dice to hit if it misses. If the second roll misses you may not re-roll the dice again.
 A twin linked template weapon allows you to re-roll wounds against each model hit.

Template Weapons
Template weapons are particularly indiscriminate short range devices such as flame throwers.
 Instead of rolling to hit with a template weapon simply place the narrow tip of the teardrop template in base contact with the firing weapon.
 Any model fully or partially under the template are hit automatically.
 Cover saves may not be taken against hits from a template weapon.

Thrown Weapons
Not all weapons are bullets, shells and energy beams. Some use the simple muscle power of the user to power them into the target.
 Thrown weapons have a range equal to double the thrower’s Strength.
 Thrown weapons ignore penalties to hit for range.

High Impact
A hit by a high impact weapon cannot easily be ignored and will usually result in sever damage being done to the target.
 A wounding hit from a high impact weapon causes the wounded model to be stunned on an injury roll of 1-4 and to go out of action on a roll of 5-6. There is no chance of simply being knocked down by a high impact weapon.

Pinning Weapons
Some weapons are designed to send targets reeling. A weapon that has the Pinning ability automatically knocks down any model it hits and if the target fails an Initiative test.

Rending Weapons
Rending weapons seem to chew there way through flesh and armour alike causing huge amounts of damage.
 Any roll to hit of 6 with a rending weapon automatically penetrates armour and causes a wound.

One Use Only
One use only weapons have very limited ammunition or in some cases burn them selves out when used. A weapon with the One Use Only rule may only be used once per game.
Hand to Hand Combat

Who Can Fight
Models whose bases are touching are engaged in hand-to-hand combat. This can only happen once a warrior has charged his enemy, as models are otherwise not allowed to move into contact.

All close quarter fighting is worked out in the hand-to hand combat phase. Regardless of whose Initiative it is, all models in hand-to-hand combat will fight. A warrior can fight against enemies to his side, front, or rear. In reality the fighters are constantly moving, dodging, and weaving as they struggle to kill their adversaries.

Models fighting in hand-to-hand combat do not shoot in the shooting phase. They are far too busy fighting for their lives. Any very close range shots they are able to make using pistols are treated like close combat weapon attacks.

Who Strikes First
Normally, models fight in order of descending Initiative with the highest striking first. If their Initiatives are equal both sides strike simultaneously.

If a model stood up when activated that turn, then he will strike last irrespective of any other circumstances. Sometimes a model will be allowed to ‘strike first’ for some reason. If only one model ‘strikes first’ then it does so and the remainder of the combatants strike in Initiative order as described above.

If there are several models that are each entitled to ‘strike first’, then they determine the order of combat between themselves by Initiative, as described above. Once all those that were eligible to ‘strike first’ have fought, any other combatants fight in Initiative order.

Which Models Fight
A model can fight if its base is touching the base of an enemy model. Even models attacked from the side or rear can fight.

If a warrior is touching more than one enemy, he can choose which to attack. If he has more than 1 Attack, he can divide them in any way the player wishes, so long as he makes this clear before rolling to hit.

Hitting the Enemy
To determine whether hits are scored, roll a D6 for each model fighting. If a model has more than 1 Attack roll a D6 for each attack.

The dice roll needed to score a hit on your enemy depends upon the Weapon Skills of the attacker and the foe. Compare the Weapon Skill of the attacker with that of his opponent and consult the To Hit chart below to find the minimum D6 score needed to hit.

Opponents Weapon Skill
1 2 3 4 5 6 7 8 9 10
Attackers Weapon Skill 1 4 4 5 5 5 5 5 5 5 5
2 3 4 4 4 5 5 5 5 5 5
3 3 3 4 4 4 4 5 5 5 5
4 3 3 3 4 4 4 4 4 5 5
5 3 3 3 3 4 4 4 4 4 4
6 3 3 3 3 3 4 4 4 4 4
7 3 3 3 3 3 3 4 4 4 4
8 3 3 3 3 3 3 3 4 4 4
9 3 3 3 3 3 3 3 3 4 4
10 3 3 3 3 3 3 3 3 3 4

Attacks
Each model in close combat strikes with the number of Attacks on his characteristics profile. In addition the following bonus attacks apply:

+1 Charge Bonus: Models who launched their assault that turn (i.e. who charged) get +1 Attack for that turn only.

+1 Two Weapons: Models with two single-handed weapons or pistols have an extra +1 Attack when engaged in close combat. A model armed with pistols still will only inflict hits with the models basic Strength, the pistol only gives an extra Attack it does not confer the ranged effects of the pistol into close combat.

Note that these modifiers are added to the total of the warrior’s attacks after other modifiers, such as frenzy, have been applied.

Roll to Wound
Once your model has hit a target you must test to see whether a wound is inflicted. Sometimes a strike may fail to wound simply because it causes an insignificant injury or glances off the enemy’s equipment.

To determine whether the blow has caused a wound compare the Strength of the weapon with the Toughness of the target. You will find a complete description of the various weapons together with their Strength values and special rules in the Weapons & Armour section.

Follow the same procedure for wounding as in the Shooting section. Note that a dash (N) means that there is no chance of wounding the target.

Weapon Effects
Unlike hits from shooting, the Strength of the attacker is used to determine wounds, rather than that of the weapon itself. However, some weapons alter the Strength of the attacker or have other effects such as being Power Weapons or High Impact Weapons. All a model’s Attacks are affected by the special effects of its weapon. In cases where a model has two weapons which have special effects then they may choose which special effect to use at the start of every combat: They cannot use both special affects.

Armour
Combatants that are wounded have the chance to avoid damage if they are wearing armour or carrying shields. This is exactly the same as described for shooting, and the same rules apply. For each wound suffered the player rolls a D6. If he rolls greater than or equal to the armour save of his fighter then that wound has been absorbed or deflected by the armour.

Warriors Knocked Down
If an enemy is fighting a warrior who is knocked down, he may attack him to put him out of his misery. All attacks against a warrior who is knocked down hit automatically. If any of the attacks wound the knocked down model and he fails his armour save, he is automatically taken out of action as explained previously. A knocked down model may not parry.

Warriors Stunned
A stunned warrior is at the mercy of his enemies. A stunned model is automatically taken out of action if an enemy can attack him in hand-to-hand combat. Attacking stunned and knocked down warriors
Note that a model with multiple attacks may not stun/knock down and then automatically take a warrior out of action during the same hand-to-hand combat phase. The only way you can achieve this is to have more than one of your models attacking the same enemy. So, if the enemy is stunned/knocked down by the first warrior, he can be hit and put out of action by the next warrior to attack.

If your model is engaged in close combat with an enemy who is still standing, he cannot attack any other models that are stunned or knocked down, since in reality they will not pose an immediate threat to him and their companions will try to protect them.

Moving from Combat
Once models are engaged in hand-to-hand combat they cannot move away during their movement phase. They must fight until they are either taken out of action, until they take out their enemies, or until one or the other breaks and runs.

Breaking from Combat
A warrior who panics whilst fighting in hand-to-hand combat will break off and make a run for it as described in the Leadership & Psychology section. When a fighter breaks from combat he simply turns and runs off. His opponents automatically hit the warrior as he breaks each inflicting 1 hit which is worked out immediately.
Note that warriors cannot choose to leave a fight voluntarily.

Hand to Hand Weapon Effects

Hand Weapons and Pistols
There is a vast array of close combat weapons as well as all of the pistols which can be used in a number of ways by a combatant.
 Having two Hand weapons or pistols, or an hand weapon in addition to a different hand to hand weapon then the wielder gains an extra attack
 Though pistols may be used in hand to hand combat they confer no Strength bonus or particular armour penetration advantage.

Chain Weapons
Chain weapons have row on row of diamond sharp teeth that rotate at high speed.
 Chain weapons come in a great variety of forms but all are High Impact Weapons.

Heavy Combat Weapons
Heavy combat weapons are large blades o clubs that strike with great power.
 Heavy combat weapons require both hands to use and so the wilder cannot gain an additional attack from having a second close combat weapon.
 A heavy combat weapon grants the wilder +1 to their Strength when wielding the weapon.
 The maximum armour save that can be used against these weapons is 4+ even if it would normally be better.

Power Fist/Power Claw
A power fist is an armoured gauntlet wreathed in energy.
 A power fist doubles the wielders Strength, up to a maximum of 10, and ignores all armour saves.
 Only the wielders basic Strength is doubled; any other bonuses are added afterwards.
 When using a power fist the wielder always strikes at an Initiative of 1.

Poisoned Weapons
Poisoned weapons do not reply on a comparison of Strength and Toughness to wound but will have a fixed dice roll that they wound on (such as 4+).

Pinning Weapons
Some weapons are designed to send targets reeling. A weapon that has the Pinning ability automatically knocks down any model it hits and if the target fails an Initiative test.

Power Weapons
Power weapons give the wielder an AP value that is equal to 7 minus their basic Strength (7-S). A wilder with a Strength of 3 would have an AP of 4 for example.

Lightening Claws
Lightening Claws are taloned gauntlets sheathed in energy fields.
 Lightening Claws give the wielder an AP value that is equal to 7 minus their basic Strength (7-S). A wilder with a Strength of 3 would have a AP of 4 for example
 A lightening claw allows the wielder to re-roll any To Wound dice that fail to cause a Wound.

Force Weapons
Force weapons are potent psychic weapons used by psykers to channel their power into psychically charged blows.
 Force weapons give the wielder an AP value that is equal to 7 minus their basic Strength (7-S) in the same way as a power weapon. A wilder with a Strength of 3 would have a AP of 4 for example.
 A psyker may expend Will points to increase the Strength of a hit (this will also increase the AP of the hit).

High Impact
A hit by a high impact weapon cannot easily be ignored and will usually result in sever damage being done to the target.
 A wounding hit from a high impact weapon causes the wounded model to be stunned on an injury roll of 1-4 and to go out of action on a roll of 5-6. There is no chance of simply being knocked down by a high impact weapon.

Rending Weapons
Rending weapons seem to chew there way through flesh and armour alike causing huge amounts of damage.
 Any roll to hit of 6 with a rending weapon automatically penetrates armour and causes a wound.

The Psychology

Moral Tests
A moral test is taken by rolling 2D6 and adding the model’s Ld. If the warrior scores equal to or greater than 10 the test is past if it is greater then the test is failed.

The Rout Test
A player must make a Rout test at the start of his turn if a quarter (25%) or more of his warband is out of action. For example, in a warband that has twelve warriors a test is needed if three or more are out of action. Even warbands who are normally immune to psychology (such as Daemons) must make Rout tests.

If the Rout test is failed, the warband automatically loses the fight. The game ends immediately and surviving warriors retreat from the area. A failed Rout test is the most common way in which a fight ends. To take a Rout test roll 2D6 and add the leader’s LD. If the score is equal to or greater than 10, the player has passed the test and may continue to fight. If the warband’s leader is out of action or stunned, then the player may not use his Leadership to take the test. Instead, use the highest Leadership characteristic amongst any remaining fighters who are not stunned or out of action.

Voluntary Rout
A player may choose to voluntarily Rout at the start of any of his own turns if he wishes, but only if he was already required to take a Rout test or if a quarter (25%) or more of his warband are out of action.

All Alone
Being outnumbered and alone is a nerve-racking situation for any warrior. If your warrior is fighting alone against two or more opponents, and there are no friendly models within 6" (knocked down, stunned or fleeing friends do not count), he must make a moral test at the end of his combat phase. If the score is failed, the warrior breaks from combat and runs. Each one of his opponents may make one automatic hit against him as he turns to run. If the model survives, he runs 2D6" directly away from his enemies. The model is now classed as Broken.

Broken Models
A model that has failed a moral test is counted as broken until it passes a moral test when activated in the movement phase. When activated the warrior must take another Leadership test. If he passes, he stops but can do nothing else during his own turn except cast spells. If he fails or is charged, he runs 2D6" towards the nearest table edge, avoiding any enemy models. If he reaches the table edge before he has managed to recover his nerves, he is removed from combat. If a warrior is charged while he is fleeing, the charger is moved into base contact as normal, but the fleeing warrior will then run a further 2D6" towards the table edge, before any blows can be struck.

Might, Fate and Will

Heroes are extraordinary individuals – mighty in mind body and spirit. Heroes have characteristic profiles just like all other warriors. In addition they have three heroic characteristics, namely Might, Will and Fate (M/W/F). Unlike other characteristics these are represented by a store of points that are used up during the game. Players must decide the best time to use their heroes Might, Will and Fate points.

Might
Might represents a hero’s ability to perform heroic feats. When a dice is rolled on behalf of a hero to resolve the something it has done, its score can be adjusted d by expending Might. Might can also be used in conjunction with various skills and equipment as described in the rules for those skills or equipment.

Each point of Might that is expended can be used to adjust the dice score up or down by 1 to a maximum of 6 and a minimum of 1. If a player rolls a 3 for example he can expend two points of Might to turn the score to 5.

A player does not have to decide to use his Might until the dice has been rolled. This means that a player can always ensure the result he wants so long as he has enough Might points left. Note that re-rolls and other modifiers are applied first before any might is used to determine the final score of a roll.

It is important to remember that a hero can only use Might to affect his own dice rolls. He cannot use Might to affect random rolls, such as deciding whether someone is Stunned, Knocked Down or out of action for example.

Can I use might?
Might points can be used to add to or subtract from any dice roll made to resolve something the hero has done. The most usual occasions are:

When Shooting: To hit the target.

When Fighting in Hand to Hand Combat: To hit an opponent.

When rolling to Wound: To inflict a Wound on an enemy the hero has hit.

Moral Tests: To pass a moral test.

Route Tests: To pass a route test.

Making Tests: To affect Jumping or Climbing results.

Psychic Tests: To use a psychic power.

Armour Save: To pass an armour save.

When Using Will: To pass a psychic resistance test.

When Using Fate: To pass a fate roll.

Will
Will represents a hero’s willpower and determination and is also a measure of his ability to employ or resist magical powers.

Leadership Tests: A Will point can be expended to re-roll the lowest dice of a test once. These include tests to pass moral tests, route tests and psychic tests.

Resisting Psychic Powers: A hero is a victim of a psychic power he can resist it by expending a point of Will. This allows the hero to then roll 2D6 and add their Ld. If they equal or exceed the score of the psyker who used the power then they resist it and suffer no effects from the power.

Both the casting psyker and the resisting hero can expend Might and Will to increase the score. If both sides wish to use Might and Will to win, both players must secretly indicate with hidden dice or written notes how much Might and Will are going to expend and then reveal simultaneously.

Fate
Fate represents a hero’s destiny and as such preserves him from harm. If a character looses a wound he would normally reduce his Wounds value by 1. If, however, the hero has Fate points left he might be able to avoid harm.

If a hero looses a wound then he can immediately expend a single Fate point to avoid loosing the wound. The player rolls a dice and simultaneously reduces his fate score by 1. If the dice score is 4, 5 or 6 then the roll is successful and the hero avoid taking the wound.

A player can use as many Fate points as he has available to try and avoid a wound. The player rolls one dice after another until he makes the score required, runs out of fate, or decides to suffer a wound.

Fate points are expended before the roll is made to determine whether the hero was stunned, knocked down or taken out of action.

Universal Special Rules

Daemonic Instability
Daemons are not creatures of the physical world and their hold on their physical presence is tenuous. If wounded the daemon must make a Ld test (they cannot pass it because of Without Fear) with a target of 10 if they pass they are unaffected and stay on the battle field. If they fail they are removed from play.

Fear
Fear is a natural reaction to huge or unnerving creatures. A model must take a moral test against his Leadership) in the following situations. Note that creatures that cause fear can ignore these tests.
a) If the model is charged by a warrior or a creature which causes fear.
If a warrior is charged by an enemy that he fears then he must take a test to overcome that fear. Test when the charge is declared and is determined to be within range. If the test is passed the model may fight as normal. If it is failed, the model must roll 6s to score hits in that round of combat.
b) If the model wishes to charge a fear causing enemy.
If a warrior wishes to charge an enemy that it fears then it must take a test to overcome this. If it fails the model may not charge and must remain stationary for the turn. Treat this as a failed charge.

Frenzy
Some warriors can work themselves into a berserk state of fury, a whirlwind of destruction in which all concern for their own personal safety is ignored in favour of mindless violence. These warriors are described as being frenzied and the following rules apply to them:
 Frenzied models must always charge if there are any enemy models within charge range (check after charges have been declared). The player has no choice in this matter – the warrior will automatically declare a charge.
 Frenzied warriors fight with double their Attacks characteristic in hand-to-hand combat. Warriors with 1 Attack therefore have 2 Attacks; warriors with 2 Attacks have 4, etc. If a warrior is carrying a weapon in each hand, he receives +1 Attack for this as normal. This extra Attack is not doubled.
 Once they are within charge range, frenzied warriors are immune to all other psychology, such as fear and don’t have to take these tests as long as they remain within charge range.
 If a frenzied model is knocked down or stunned, he is no longer frenzied. He continues to fight as normal for the rest of the battle.

Feel No Pain
Some things can ignore injuries that would incapacitate even a battle hardened Space Marine. If a model with this ability looses its final wound roll a D6. On a 4+ the injury is ignored and the model continues to fight. This ability cannot be used against hits that ignore normal or invulnerable saves or that would cause massive damage.

Monstrous Creatures
Monstererous creatures tower over opponents and are capable of tearing through living flesh and steel with equal ease. The following rules apply to monstrous creatures:
 Monstrous creatures ignore the effects of difficult ground and move through very difficult ground at half their Move rate.
 Monstrous creatures may move and still fire heavy weapons
 Because they are automatically large targets when shooting at monstrous creatures the shooter has +1 to hit
 Monstrous creatures may fire two different weapons a turn.
 When choosing targets monstrous creatures do not have to take a Ld test to target a model that is not the nearest target.
 In hand to hand combat hits from monstrous creatures ignore all normal saves.

Stupidity
Many large and powerful creatures, as well as some of the more unhinged individuals in the 41st Millennium, are unfortunately rather stupid. Models that are stupid test when first activated of their turn to see if they overcome their stupidity. Make a test for each model affected by stupidity. If you pass the test by rolling equal or greater than 10 on 2D6+ Ld – the creatures behave reasonably intelligently and the player may move and fight with them as normal.

If the test is failed all is not well. Until the start of the next turn (when it takes a new Stupidity test) the model will not shoot, use psychic powers or fight in hand-to-hand combat (though his opponent will still have to roll to hit him as normal).

If a model who fails a Stupidity test is not in hand-to hand combat, roll a D6.
1-3 The warrior moves directly forward at half speed in a shambling manner. He will not charge an enemy (stop his movement 1" away from any enemy he would have come into contact with). He can fall down from the edge of a sheer drop (see the Falling rules) or hit an obstacle, in which case he stops. The model will not shoot this turn.
4-6 The warrior stands inactive and drools a bit during this turn. He may do nothing else, as drooling is so demanding. Regardless of whether the test is passed or failed, the result applies until the start of the model’s following turn (when it takes a new Stupidity test).

Swarm
Swarms represent creatures that are too puny to be an individual threat but when operating as a mass can destroy much larger opponents. All swarms are Vulnerable to Blasts (see below) but also receive +1 to any cover save they receive.

Jump Move
Some models have wings or other special abilities that allow them to move across the battlefield in swooping bounds. Others use equipment such as jump packs to much the same effect.
Models with this ability may move 6+their Move as a standard Move (they can still shoot for example).
When charging or running they may move 12+ their Move. Note that their move is not doubled.
The move may take them over any intervening terrain.
Double Jump Move: Some rare technology allows models to jump in and out of a location. In this case the model that has made a standard jump move may make another standard jump move in the shooting phase once it has resolved any shooting it has done.

Vulnerable to Blasts
Some creatures are vulnerable to blast weapons and template weapons. If a model that has this rule is hit by a blast or template weapon then each hit causes double damage (i.e. 2 Wounds instead of 1)

Without Fear
Models that are without fear are assumed to pass any moral test they are called to make.

Psychics

Beyond the physical world lies the Warp, a realm of pure psychic energy charged with the emotions of all sentient beings. Psykers are rare individuals who can manipulate the power of the warp with the power of their mind. Capable of seeing thoughts or calling fire at will psykers are terrible individuals.

The Warp, however, is not uninhabited. Terrible beings and dark gods roam through the warp feeding on the souls and emotions of mortals. Daemons as they are called by humanity are ever hungry and are drawn to the light of psykers like a moth to a flame. Occasionally they can use a psyker as a door way and step into the physical world clothed in flesh.

Starting Powers
A psyker starts with a number of randomly determined powers from the lore that it has access to. Usually a starting psyker only has a single power.

Using Psychic Powers
A psyker may only use a single power every turn. The phase that a particular power may be used is noted in its description.

The Psychic Test: To use a power the player rolls 2D6 and adds the psykers Ld. If the total score is equal to or greater than the Target value noted in the powers description then the power is used successful. If the score is lower than the target the power has no effect. Note that Might and Will may be used to affect the score of a psychic test.

Irresistible Force
If a psyker rolls a double 6 when using a psychic power the target of the power may not resist the effect of the power by using Will.

Perils of the Warp
If a player rolls a double 1 on the psychic test then the player must roll 2D6 and apply the result from the perils of the warp table below:

2 The psyker is sucked into the warp never to be seen again. The character is removed from play and deleted from the warband roster.

3-5 The psyker is immediately taken out of action as the raw power of warp flows through him.

6-8 The psyker takes a Strength 4 hit with not save possible.

9-11 The psyker is surrounded by a screaming vortex of screaming souls. Place a large blast marker centred over the psyker. The psyker is automatically stunned but all other models under or touched by the template take a Wound on a D6 roll of 4+ with no save possible.

12 The psyker is possessed by a powerful daemon. Double all of the psykers characteristics and reduce M/F/W to 0) until the end of the game. The psyker can cast a single power from the Forbidden Lore list every turn with out needing to test. The daemon is counts as being on a different side each turn and may break from combat with a model on the controlling side without penalty. After the battle roll twice on the Serious Injury Table for the psyker. The psyker also gains a single new power from the Forbidden Lore table for free.

Resisting Psychic Powers Using Will
A hero is a victim of a psychic power he can resist it by expending a point of Will. This allows the hero to then roll 2D6 and add their Ld. If they equal or exceed the score of the psyker who used the power then they resist it and suffer no effects from the power.

Both the casting psyker and the resisting hero can expend Might and Will to increase the score. If both sides wish to use Might and Will to win, both players must secretly indicate with hidden dice or written notes how much Might and Will are going to expend and then reveal simultaneously.

Lore of the Adeptus

Roll D6

1) Lightening Arc
Target:10
Phase: Shooting
The psyker is surrounded by arcs of electricity which it then hurls at its enemies.

This power is used in the shooting phase instead of firing a weapon and requires the psyker to pass a psychic test at the point it is used.

The power counts as a Heavy weapon and so cannot be used if the character has moved. The psyker has to roll to hit as normal but ignores all penalties to hit. Also the first target must be the closest target but subsequent hits may be against targets which are further away.

Lightening Arc – Range 12”, Strength 3, AP5, Heavy D6.

2) Biomantic Healing
Target: 9
Phase: Movement
The psyker uses his strange powers to knit bone and staunch blood.

This power is used at the beginning or end of the psyker’s movement. If successfully used any one model within 2” of the psyker, or the psyker himself is restored to their full quota of Wounds. In addition, all friendly models within 2” which stunned or knocked down are immediately stood up and be activated later as normal.

3) Dominate
Target: 11
Phase: Movement
The psyker grips an enemies mind with potent telepathic commands making them a puppet of their will.

This power is used in the psykers movement phase. If successfully used the psyker can target an enemy model with 12”. Both the psyker and the target take Leadership tests. If the psyker beats the targets score he gains control of the model until the next priority phase.

The model may not commit suicide, but can attack models on his own side, and will not fight warriors from the psykers warband. If the target model is in hand to hand combat with any warriors from the psyker’s warband, they will immediately move 1” apart.

4) Psychic Blast
Target: 9
Phase: Shooting
The psyker extends his finger and sends a blast of warp energy towards his foe.

This power is used in the psyker’s shooting phase instead of firing a weapon. If successfully used it counts a ranged attack (for which a to hit roll must be made but all penalties to hit are ignored) with the following profile.

Psychic blast - Range 24”, Strength 4 AP 5, Assault 1

5) Spatial Flit
Target: 9
Phase: Movement
The psyker manipulates the warp to change their position in space.

This power is used in the movement phase instead of the psyker’s normal movement. If successful the psyker can be repositioned anywhere within 12”. If the psyker is placed in base to base contact with an enemy then he counts as charging.

6) Telekinetic Shield
Target: 10
Phase: Shooting
The psyker can extend a powerful telekinetic shield, powerful enough to deflect bullets and energy blasts.

This power is used once in the shooting phase. It may be used once when the psyker has been hit by a shooting attack or blast. The psyker makes a psychic test after they have been hit but before the enemy roles to wound. If the test is successful the attack is deflected and no roll to wound is made. The psyker does not have to attempt to deflect an attack.

Lore of Righteousness

1) Hammer of Purity
Target: 9
Phase: Hand to Hand
Intoning catechism of fury the blessed psyker is imbued with a golden light that flows into blows that crush the Emperor’s foes.

This power is used at the start of the psykers hand to hand phase before any blows are struck. If successful the psyker’s attacks are made at +2 Strength and do double damage (e.g. they cause 2 Wounds instead of 1) for that combat phase. This psychic power may not be used in conjunction with effects from close combat weapons (such as power weapons or rending weapons).

2) Holocaust
Target: 11
Phase: Hand to Hand
Projecting the fire in his soul the psyker is surrounded by purifying flames cleansing all those who would resist the righteous fury off the god emperor.

This power is used at the start of the psykers hand to hand phase before any blows are struck. If successful all enemy models within 4” of the psyker suffer a Strength 3 hit. All invulnerable saves are ignored. Daemons within 4” suffer a Strength 5 hit instead.

3) Armour of Purity
Target: 11
Phase: Movement
The psyker is covered in glowing armour across which sacred words are written in fire.

This power is used in the psykers movement phase. If successfully used the psyker receives a 2+ save which replaces his normal save. All psychic powers used against the psyker are automatically resisted as if a point of Will were expended. The power lasts until the end of the turn.

4) Halo of Wrath
Target: 10
Phase: Movement
The psyker is haloed with a burning light which brings fear to all enemies of the emperor and courage to all his true servants.

This power is used in the psykers movement phase. If successfully used the psyker causes fear. Additionally all friendly models within 8” become immune to Fear and All Alone tests. The power lasts until the end of the turn.

5) Scourging
Target: 10
Phase: Shooting
The psyker channels his righteous wrath into a crackling arc of energy that whips through witches and the unclean.

This power is used in the psyker’s shooting phase instead of firing a weapon. If successfully used it counts a ranged attack (for which a to hit roll must be made but all penalties to hit are ignored) with the following profile.

Scourging - Range 12”, Strength 4, AP-, Assault 1

No invulnerable saves may be made against the Scourging and psykers suffer a Strength 5 hit instead.

6) Banishment
Target: 11
Phase: Shooting
Intoning the words of exorcism the psyker sends the daemons of the warp back to their foul realm.

This power is used in the shooting phase instead of firing a weapon. The psyker must not have moved in the movement phase to use this power. If successfully used a single daemon (daemonhosts and possessed models count as daemons) must make an immediate Ld test. Even if it can normally pass such tests it must still take the test. If it fails the test it is immediately removed from play as if it had gone Out of Action regardless of how many wounds it had left.

Forbidden Lore

Roll D6

1) Leech Life Force
Target: 11
Phase: Shooting
The psyker sucks the life energy out of his enemies giving him an unnatural vigour.

This power is used once in the shooting phase instead of firing a weapon. You may choose a single model within 6”. The target suffers a Wound with no save allowed and the psyker gains an extra wound for the duration of the battle. This may take the psyker above his original maximum value. This power will not affect daemons or unliving creatures.

2) Nightmare Visions
Target: 9
Phase: Shooting
The psyker fills his victims mind with visions drawn from another nightmarish realm.

This power is used once in the shooting phase instead of firing a weapon. A single model with 12” of the psyker must take a moral test or break and run immediately.

3) Shadow Minions
Target: 10
Phase: One use only pre battle
The psyker is surrounded by strange twisting shadows which seem to twist and do his bidding.

The psyker with this power may make a single test to cast this before the game starts but after the psyker has been deployed. If successful the power summons D3 shadow minions which are placed within 6” of the psyker. The psyker may only use this power once per battle. The shadow minions disappear after the battle and do not count towards the size of the warband for route tests or the maximum size of the warband.

Shadow Minion
M Ws Bs S T W I A Ld Sv
6 2 - 3 3 1 4 1 2 5+ invulnerable

Vorpal Claws: The shadow minion’s attacks count as being made with power weapons

Daemonic: Shadow minions count as daemons (because that’s what they are).

Daemonic Aura: The shadow minions save is invulnerable.

Daemonic Instability: If wounded must make an Ld test (they cannot pass it because of Without Fear) with a target of 10 if they pass they are unaffected and stay on the battle field. If they fail they are removed from play.

Without Fear: The daemonhost may ignore all Moral tests they are required to take.

Fearful: A shadow minion causes fear.

4) Warp Vortex
Target: 12
Phase: Shooting
The psyker rips a hole in reality creating a screaming vortex of warp energy.

This power is used in the shooting phase instead of firing a weapon and requires the psyker to pass a psychic test at the point it is used. This power may not be used if the psyker moved.

If successful place a small blast maker within 8”. Anything under the centre of the blast marker takes a Strength 8 hit with no armour save possible. Anything else touched by the template takes a Strength 4 hit with no armour save possible.

The psyker must roll on the Injury table after using this power successfully.

5) Dark Tongue
Target: 10
Phase: Hand to Hand
The psyker speaks strange words that make his lips split and tongue bleed and those around him convulse in pain.

The psyker may use this power at the start of the close combat phase before any blows are struck. If successfully used all models, friend or foe, within 3” of the psyker take a Strength 3 hot with no armour save allowed.

6) Creeping Doom
Target: 9
Phase: Movement
The psyker mutters curses using strange words that set a creeping doom upon his chosen enemy.

This power is used in the psykers movement phase. If successful the psyker may choose a model within 12”. The target must re-roll any successful armour saves, fate rolls, and to hit rolls for both shooting and close combat for the rest of the turn.

Campaigns

Playing a Campaign Game
During a campaign players fight each other by selecting a scenario to play, and then at the end of the game the players work out how much experience their warriors have earned, what injuries they have incurred and how much influence the warband has gained.

Experience is expressed as experience points which heroes and henchmen receive for surviving each game. This is covered in the experience section. When a hero or a group of henchmen ahs received sufficient experience points they receive an advance. An advance might improve a warrior’s characteristics or might give them an additional skill or psychic power.

After each game the warband gains influence. This is recorded on the warband's roster sheet and can later be used to recruit more warriors or gain better equipment.

Warband Rating
Each warband has a warband rating – the higher the rating the better the warband. A warband’s rating is simply the number of members of a warband multiplied by 5 plus their accumulated experience. Obviously as you loose and gain warriors and they gain experience the warband rating changes.

Pre-battle Sequence
Although you can simply decide with your opponent which scenario to play, you usually will generate the scenario randomly. To do this, work your way through the following sequence before the battle:

1) The player with the lowest warband rating rolls on the scenario table to determine which scenario is played.

2) Both players draw event cards.

3) Set up terrain for the scenario and warbands according to the rules for the scenario you are playing.

Scenario Table
Roll 2D6
2-4 The player with the higher strategy rating may choose the scenario which is played.
5 Surprise Attack
6-8 Skirmish
9 Chance Encounter
10-12 The player with the higher strategy rating may choose the scenario which is played

Strategy Rating
As detailed in the strategy rating section all warband’s have a basic strategy rating. Strategy ratings are used for a variety of things and some of these apply particularly to the pre-battle sequence:
 When determining a scenario if a player is allowed to chose the choice goes to the warband with the highest strategy rating. In the case of a draw both sides roll a D6; the player with the highest roll chooses.
 When rolling to decide who sets up first in a scenario draws are resolved by comparing strategy ratings.

Post Battle Sequence
After the battle is over both players work their way through the following sequence.

1) Injuries: Determine the extent of injuries for each warrior who went out of action during the game.

2) Allocate experience: Heroes and henchmen groups gain experience and potentially gain advances.

3) Roll for Influence gained: See the Influence section

4) Recruit new warriors: Add extra manpower to your warband and buy new equipment

5) Update your warband rating: Change the rating of your warband and you are ready to fight again.

Underdogs
When a warband fights against an enemy warband with a higher rating, its warriors earn extra experience points. This is shown on the table below:

Difference in Rating Experience Bonus
0-50 none
51-75 +1
76-100 +2
101-150 +3
151-300 +4
301+ +5

Determining underdog bonus in multiplayer games: Because games in Inquisition Wars often include several players. In such cases the underdog bonus is based on the difference between the warband rating and the highest rated warband on the table.

Disbanding a Warband
You may disband your old warband at the end of any game and form a new one. All the original warriors and any benefits they acquired are lost. You can also dismiss a warrior in your warband at any time.

Death of a Warrior
When a warrior is killed (hero or henchmen) all his weapons and equipment are lost. It is not possible to reallocate a warrior’s weapons or equipment once he is dead.

Death of a Leader
If the leader of a warband is slain, the hero with the next highest leadership value takes command. If there is more than one eligible hero the warrior with the most experience become the leader.

Basic Scenarios
The following three scenarios make up the most common and most simple scenarios used in Inquisition Wars. All of the scenarios are designed for 2+ players. The following rules apply in games with more than two players:

Alliances
In multiplayer games alliances are not only possible but also crucial.
 To form an alliance all players forming an alliance must do so before the dice are roll to determine priority.
 An alliance is automatically broken by initiating combat with, shooting at or using damaging psychic powers at an ally.
 Members of allied warbands do not count each other as enemies.
 Members of allied warbands may freely run within 8” of each other.
 Allied models count as friendly models for ‘all alone’ tests.
 Members of allied warbands that are in combat with one another when an alliance is declared will automatically break from combat and are moved 1” from each other

Skirmish
When two or more rival warbands meet conflict is a certainty these brutal skirmishes are the commonest form of conflict within the secretive Inquisition Wars.

Terrain
Each player takes it in turn to position a piece of terrain on the battle field or they assemble the battlefield by mutual agreement.

Set Up
Each player rolls a D6 the player who rolls lowest sets up first and then the other player(s) set up in order of who rolled next highest. Resolve draws by comparing strategy ratings. Each player sets up by placing their warband leader within 6” of a table edge the rest of his warband then deploys within 6” of him. No model may be set up within 18 of an enemy model.

Starting the Game
Roll for priority as normal.

Ending the Game
The game ends when all warbands but one have failed their Rout test. If two or more warbands have allied they may choose to share victory at the end.

Experience
+1 Survives: If a hero or henchman group survives the battle they get +1 experience.
+1 Winning Leader: The leader of the winning warband gets +1 experience.
+1 Per Enemy Out of Action: A hero gains +1 experience every time he puts an enemy out of action.

Surprise Attack
A warband has received intelligence on the location of one of their rivals and decides to take the opportunity to attack them.

Terrain
Each player takes it in turn to position a piece of terrain on the battle field or they assemble the battlefield by mutual agreement.

Set Up
Each player rolls a D6 the player who rolls lowest is the defender and sets up first. Resolve draws by comparing strategy ratings. The defender sets up his warband within 6” of the centre of the board. The other player(s) are the attackers and set up in order of who rolled next lowest. Each attacker sets up by placing their warband leader within 6” of a table edge the rest of his warband then deploys within 6” of him. No model may be set up within 18 of an enemy model.

Starting the Game
The defender automatically gets priority in the firs turn. Roll for priority as normal after this.

Ending the Game
The game ends when all attacking warbands rout or when all the defending warband have been taken out of action. The defending warband may not ally with any attacking warband in a multiplayer game. The defending player does not have to take rout tests but may voluntarily rout as normal. The defender wins if the attacker routes. The attacker(s) win if the defenders voluntarily rout or are all taken out of action.

Experience
+1 Survives: If a hero or henchman group survives the battle they get +1 experience.
+1 Winning Leader: The leader of the winning warband gets +1 experience.
+1 Per Enemy Out of Action: A hero gains +1 experience every time he puts an enemy out of action.

Chance Encounter
Within a locale there is always a chance of running into a rival warband or forces of the arch enemy. When such encounters occur neither no side is expecting a fight but the side that responds fastest has a definite advantage.

Terrain
Each player takes it in turn to position a piece of terrain on the battle field or they assemble the battlefield by mutual agreement.

Set Up
Each player rolls a D6, the player who rolls highest set up first. Resolve draws by comparing strategy ratings. Each player deploys by choosing a corner and then chooses 3 members of his warband which he places within 12” of that corner. In subsequent turns D6 chosen members of his warband move onto the table from their corner during the movement phase.

Starting the Game
Roll for priority as normal.

Ending the Game
The game ends when all warbands but one have failed their Rout test. If two or more warbands have allied they may choose to share victory at the end.

Experience
+1 Survives: If a hero or henchman group survives the battle they get +1 experience.
+1 Winning Leader: The leader of the winning warband gets +1 experience.
+1 Per Enemy Out of Action: A hero gains +1 experience every time he puts an enemy out of action.

Serious Injuries

During a game some warriors will be taken out of action and removed from play. At the time it does not matter whether the warrior is dead, unconscious or injured – in game terms he is no longer capable of fighting in the battle which is all that matters.

When a warrior goes out of action in a campaign you need to determine the effects of going out of action. The effects of going out of action are different for heroes than they are for henchmen.

Henchmen with Serious Injuries.
Roll a D6 for henchmen who are taken out of action. On a 1-2 the henchmen has died and is removed from the roster. On a 3-6 the henchmen recovers and may fight on.

Heroes with Serious Injuries
Roll a D66 on the following chart for each hero taken out of action.

11-16 Dead: The hero is no more.

21-22 Multiple Injuries: The warrior is not dead but has suffered a lot of wounds. Roll D6 times on this table but re-roll and Dead and Captured and further Multiple Injury results.

23 Leg Wound: The warrior suffers -1 to his Movement value.

24 Arm Wound: Roll a D6 – On a 1 the warrior has to have his arm amputated and may only use a single one handed weapon from now on. On a 2-6 the warrior must miss the next game.

25 Madness: Roll D6 before every game - On a 1-3 the Warrior is Frenzied for that game. On a 4-6 the warrior suffers from Stupidity for the game.

26 Smashed Leg: Roll a D6 – On a 1 the warrior may not run any more but may charge. On a 2- 6 the warrior misses the next game.

31 Chest Wound: The warrior looses -1 from his Toughness.

32 Blinded in One Eye: The warrior survives but looses an eye and so reduces their Bs by -1. If the warrior is subsequently blinded in the remaining eye they must retire from the warband.

33 Old Battle Wound: The warrior survives but must roll a D6 before every battle and on a 1 the warrior must miss the battle.

34 Nervous Condition: The warrior must reduce his Initiative by -1.

35 Hand Injury: The warriors hand is badly injured and his Ws is reduced by -1.

36 Deep Wound: The Warrior must miss the next D3 games and may do nothing while recovering.

41- 56 Full Recovery: The warrior makes a full recovery.

61 Bitter Enmity: The warrior makes a full recovery but has a deep loathing for those who cause his injury. The warrior has counts the warband who causes his injury as a favoured enemy.

62 Captured: The warrior captured by the opposing warband. He may be ransomed for influence to the warband or they may be given up to their enemies for D6x5 Influence.

63 Hardened: The warrior survives and becomes immune to All Alone tests and fear tests.

64 Horrible Scars: The warrior causes fear from now on.

65-66 Survives Against the Odds: The warrior survives and gains +1 Experience.

Experience

Earning Experience
The experience points warriors earn depend on the scenario. Different scenarios have different objectives and consequently warriors can earn experience in slightly different ways.

Experience Awards
As warriors earn more experience points they are entitled to make advance rolls. The warband roster sheet shows how much experience a hero or henchman group must accumulate before making a further roll. For convenience the required experience for hero and henchmen advances are shown here:

Hero Advances
Experience Advances
2 1st
4 2nd
6 3rd
8 4th
11 5th
14 6th
17 7th
20 8th
24 9th
28 10th
32 11th
36 12th
41 13th
46 14th
51 15th
57 16th
63 17th
69 18th
76 19th
83 20th
90 21st

Henchmen Advances
Experience Advances
2 1st
5 2nd
9 3rd
14 4th

The roll or rolls must be taken immediately after the game the experience was earned. Note t that henchmen earn experience in groups and so all the warriors in the group gain one advance.

Hero Advance Rolls
Roll 2D6 and consult the chart bellow:
2 Heroic Characteristic Increase
Roll a D6: 1 or 2 = +1 Might, 3-4 = +1 Fate, 5-6 = +1 Will.
3-5 New Skill: Select a skill from one of the skill tables available to the hero. If the hero is a psyker they may generate a new power from one of the Lores available to them
6 Characteristic Increase
Roll a D6: 1-3 = +1 Strength, 4-6 = +1 Attack.
7 Characteristic Increase
Choose either +1 Ws or = +1 Bs.
8 Characteristic Increase
Roll a D6: 1-3 = +1 Initiative, 4-6 = +1 Leadership.
9 Characteristic Increase
Roll a D6: 1-3 = +1 Wound, 4-6 = +1 Toughness.
10-11 New Skill: Select a skill from one of the skill tables available to the hero. If the hero is a psyker they may generate a new power from one of the Lores available to them
12 Heroic Characteristic Increase
Roll a D6: 1 or 2 = +1 Might, 3-4 = +1 Fate, 5-6 = +1 Will.

Henchmen Advance Rolls
Henchmen may never add more than +1 point to any of their initial characteristics. If the dice roll indicates an increase in a characteristic increase that has already been taken roll again. All members of a henchman group get the same advance.
Roll 2D6
2-4 +1 Initiative.
5 +1 Strength
6-7 Choose either +1 Bs or +1 Ws
8 +1 A
9 +1 Leadership
10-11 Elevated to Greatness: One model in the group becomes a hero. If you already have the maximum number of heroes roll again. The new hero remains the same henchmen type and keeps the same amount of experience. You may choose two skill groups that the character may use. The new hero makes one immediate roll on the hero advance table. If you still have to roll for the same group again ignore this result.

Daemonhost Advances
Daemonhosts get advances in the same way as henchmen. If they get advances may randomly generate a new psychic power from the Forbidden Lore or Lore of the Adeptus groups or may select a mutation. They must however reduce their Ld by 1 for each advance they take. The player may elect not to take an advancement for a daemonhost.

Maximum Characteristics
Characteristics may not be increased beyond the limits listed below. If a characteristic is at its maximum and an advance is rolled for it take the other option and if this at its maximum you may increase any other characteristic by +1.

Human
M Ws Bs S T W I A Ld Mt/Ft/Wl
5 5 5 4 4 3 5 4 10 6/3/3

Skills

Skills are divided into groups. These groups are Shooting, Agility, Melee, Brawn, Stealth, Presence, Field Craft and Lore. Heroes will only have access to the skills from certain groups. There are also specialist skill groups that are only accessible to certain warband types.

Shooting

Marksman: The hero does not have to shoot at the nearest target but can shoot at other targets without having to take an Ld test.

Gunfighter: If armed with two identical pistols the hero counts any shots he makes with those pistols as twin linked and so can re-roll all shots that fail to hit.

Keen Eyes: The hero may add +6 to the range of any weapon he is using.

Rock Steady Aim: The hero may ignore the to hit penalty when moving and shooting with a weapon.

Fast Shooter: The hero get +1 shot with any weapon he is using. This does not apply to heavy weapons. This means that the character would get 3 shots with a pistol or 3 shots with an assault 2 weapon as supposed to a 2.

Hunter: Targets hit by the hero may not take a cover save.

Agility

Up the Walls: The hero does not need to take an Initiative test when climbing walls or other sheer surfaces.

Sprint: The hero may triple his Movement rate when he runs or charges.

Acrobat: The character may avoid taking damage from falling or jumping from a height of up to 12”. To avoid damage the hero must pass an Initiative test.

Jump Up: The hero may ignore knocked down results unless he was knocked down because of a successful save from a helmet.

Dodge: The hero avoid hits on a roll of 6+

Lightening Reflexes: If the hero is charged on a turn they are stood up resolve the combat in normal Initiative order rather than the hero striking last.

Melee

Parry: The hero is adept at knocking aside blows in close combat. When his opponent rolls to hit, the model may roll a D6. If the score is greater than the opponents highest to hit score then the blow is parried and that attack is discarded. The hero may not parry attacks which are with double or more its own Strength.

Whirling Attack: In any close combat turn that the hero has not charged they may elect to give up their normal number of attacks and instead strike once against every enemy in base to base contact.

Disengage: The character can voluntarily leave combat by rolling equal or under their Initiative. If they fail they remain locked in combat. If they pass they may move up to their normal movement value, and can shoot in the shooting phase but can not move into another combat.

Feint: The hero may not be parried in addition they may sacrifice any number of attacks to give their opponents -1 to hit per attack sacrificed. The number of attacks sacrificed must be declared before the combat begins.

Unarmed Master: When fighting unarmed the character counts as being armed with a close combat weapon and receives +2 Attack bonuses when fighting unarmed. In addition the hero’s unarmed attacks count as being pinning attacks and so any hits will cause the opponent to be knocked down if they do not roll under their Initiative for each hit.

Brawn

Weapon Mule: The hero may move and fire with a heavy weapon.

Resilience: The hero treats a Stunned result on the Injury chart as Knocked Down.

Furious Charge: The hero may double there basic number of attacks and re-roll to hit in the first round of combat after the hero has charged into combat.

Bull Rush: When he charges the hero may attempt to knock down his opponent rather than making his normal attacks. Roll to hit once with a +1 for every point of difference between the character’s Strength and his opponents. No roll to wound is made, instead if the hero hits the opponent is automatically knocked down. Note that Bull rush must have a Strength at least equal to an opponent in order to bull rush them.

Hurl Opponent: If the hero wins a round of combat, he may throw his opponent instead of inflicting normal damage. The fighter may throw his opponent D6” in the direction of his choice. When he lands, the fighter automatically takes one hit at a strength of ½ the distance thrown, rounding up. Thrown fighters that hit a solid object stop where they are and take damage. If the thrown fighter hits another fighter, they will both take damage as described above. Note that fighters may throw their opponents off buildings, into chasms or anything else they would like. Throwing a fighter will only earn the thrower with a single wounding hit experience award.

Crushing Blow: If the hero hits multiple times he may choose to exchange all hits for a single hit with a strength bonus. The strength is equal to +1 for each additional hit scored. This means you can exchange two S4 hits for a single S5 hit, three S4 hits for a single S6 and so on. This bonus applies after any multipliers such as that for a power fist or claw.

True Grit: The hero gets an additional attack when armed with a basic weapon and close combat weapon.

Stealth

Infiltrate: The hero can deploy after both sides have set up. They may deploy 12” or more way from the enemy if they are out of the enemy’s line of sight or 18” if they are in the enemy’s line of sight.

Knife in the Dark: The hero may charge opponents he cannot see as long as the model is in its charge range. If he does this in the first round of combat the hero receives +1 to hit and any rolls the opponent makes on the injury chart are at +1.

Melt into Shadows: The hero can hide and move while remaining hidden so long as he is within 1” of a wall or other substantial object (hedge, ruined vehicle, etc).

Unseen Shot: The hero may shoot while hidden. Any model shot at that is not taken out of action it may make an Initiative test. If they pass then the hero is spotted and is no longer hidden.

Concealment: The hero increase any cover saves they have by +1. If the hero is hidden enemy models halve their Initiative in relation to spotting them. Note that this also applies to the Initiative tests described in the Unseen Shot skill and in any circumstance that involves being detected by sentries.

Presence

Redeemer/Corruptor: If the warband captures a member of another gang the hero may attempt to convert them to their cause. The hero’s players roll 2D6 and add Leadership value to the score. The player of the captured model rolls 2D6 and adds the captured model’s Leadership to the score. . Might and Will may be used as normal for both players’ tests. If the corrupting/redeeming players score is higher than the captive’s they become a convert. If the prisoner’s score is higher than the priest’s they refuse to convert and they, and their equipment are destroyed

If a hero converts a prisoner copy his characteristics, skills, experience and injuries etc over to their new warband's roster. All of the convert’s weapons and equipment are destroyed. The convert is reequipped from the warband’s stash and/or bought new equipment.

Hardened: The hero is immune to all alone tests.

Without Fear: The hero is immune to fear.

Nerves of Steel: The hero and all friendly models within 2” are immune to the effects of pinning.

Dread Reputation: The hero causes fear.

Charm and Favour: You may re-roll a single influence roll for a rare item in the post battle sequence.

Inspiration: This skill may only be taken by a warband leader. As long as the leader is used in a game he grants a single re-roll of any single roll once per game.

Field Craft
Set Traps: The hero may set a trap if he spends a turn doing nothing else. Place a marker in base to base contact with the hero. When a model other than the hero moves within 3” of the marker roll a D6 on a 4+ the model suffers a Strength 4 hit with no armour save.

Lore of Beasts: The hero gains an animal from the following list: Beast of the Air, Ferocious Beast, and Swift Beast. If the character’s beast is killed they may buy a new one. The hero also will not be attacked by any animal.

Reconnaissance: The model may make a single basic move once all models have been deployed but before the priority for the first turn is rolled. Additionally the hero adds +1 to the warband's roll when deciding who sets up for a scenario and for priority on the first turn. Multiple heroes with this skill give a cumulative bonus.

Move Through Cover: The character ignores the effects of moving through difficult terrain and moves through very difficult terrain at half its movement rate.

Camouflage: The hero improves any cover save they receive by 1.

Lore

Daemon Lore: All members of the hero’s warband will hit daemons on a 3+. The warband may also purchase daemons as henchmen. These daemons will need to be summoned and the warband will be classed as radical as soon as they are purchased.

Tarot Lore: For every hero with this skill a single a single event card may be discarded in order to negate the effects of an opposing warbands event card.

Mental Conditioning: Once per game the hero may use a Will point as a Might point.

Psychological Warfare: Once per game you may impose a -2 penalty to an opponents Leadership test. This may not be used to impose a penalty on Ld used to cast psychic powers.

Mutations

Razor Sharp Claw: The mutant’s arm ends in a razor sharp claw or set of talons. He may carry no other weapon in that hand and may not use two handed weapons. The claw is a hand weapon which also has the rending ability.
Points Cost: 50.

Tentacle: One of the mutant’s arms is a tentacle. In hand to hand combat a single opponent of the mutant must reduce the number of attacks he has by 1 to a minimum of 1.
Points Cost: 35

Acid Blood: If the model looses a wound in hand to hand combat anyone in base to base contact suffers a Strength 3 hit.
Points Cost: 30.

Spines: Anyone in bases to base contact with the mutant suffers an automatic Strength 1 hit at the start of each close combat phase.
Points Cost: 20

Scorpion Tail: The mutant has a long barbed tail with a venom tip. This gives the mutant +1 A which also has the poisoned weapon effect which always wounds on a 4+.
Points Cost: 50

Extra Arm: The mutant may use the extra arm to carry a close combat weapon giving him +1 A. He can either carry two single handed weapons in the other hands or a two handed weapon.
Points Cost: 30

Hideous: The mutant causes fear.
Points Cost: 20

Two Heads: The mutant counts all ranged attacks it makes a being twin linked.
Points Cost: 50

Influence

After each game warbands gain influence which they can then use to hire new warriors and gain new equipment.

Roll a D6 for each hero in your warband who was not out of action at the end of the game and compare it to the number of members of your warband on the chart below. The resultant number is the influence you gain from the battle. Note that even if all your heroes went out of action you will still roll 1D6. If you won you may roll an extra D6.

Number of Warriors in Warband
Total from dice rolled 1 to 3 4 to 6 7 to 9 10 to 12 13 to 15 16+
1-5 45 40 35 30 30 25
6-11 60 55 50 45 40 35
12-17 75 70 65 60 55 50
18-24 90 80 70 65 60 55
25-30 110 100 90 80 70 65
31-35 120 110 100 90 80 70
36+ 145 130 120 110 100 90

Hoarded Influence
You do not have to spend influence immediately. Instead you can hoard you influence and keep it to spend later after a later game.

Spending Influence
Warbands use influence to get more warriors, new weapons and better equipment. The cost of buying new warriors, weapons and equipment is equal their points cost.

New Recruits
New warriors may be either heroes or henchmen and are bought in the same way as in a new warband. New recruits may only buy equipment from the warband’s equipment list and cannot be bought additional equipment until they have fought at least one battle.

New recruits and existing henchmen groups: You may add new recruits to existing henchmen groups. If the group is relatively inexperienced you will have no difficulty in finding raw recruits to add to their number. Gnarled veterans, however, are not so easy to join new recruits to. After each battle roll 2D6, this indicates the experience of the warriors available for hire. You can hire as many henchmen as you like so long as their combined experience does not exceed your dice roll. For example if you rolled 7 you could add a single warrior to a henchman group with an experience of 7, or two henchmen to a group with 3 experience, or any combination thereof. Disregard any excess experience.

As with any other henchmen you must pay for their weapons and equipment and in addition you must pay an extra 2 points for every experience point they have.

Weapons and Equipment
If a player wishes to buy new weapons or other equipment for existing warriors he may do so at their normal point cost. Remember that warriors lack the skill to use weapons other than those listed in their recruitment chart.

Special Equipment
When a warband is first created each hero is only permitted to purchase a single item of special equipment. After the warband has fought at least 1 battle this restriction is lifted and they may have multiple pieces of special equipment

Rare Items
Some weapons and pieces of equipment are termed Rare. Such items have a number next to their rare designation that represents how easy it is to get hold of.

Whenever a hero wishes to obtain a rare item roll 2D6 and compare the result to the number stated. If the roll is equal to or greater than the value indicated the item is available and may be obtained for the points value indicated. You can only obtain one rare item for each successful roll. You may only make one roll for each hero. Warriors taken out of action may not try and obtain rare items.

Trading
Equipment and weapons may be traded in for half their point’s value in Influence.

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