KillTeam Rules Refreance RT Drax PDF

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1. ​Initiative Phase​ ​-​ ​pg.20​ ​- Players Roll Dice, Highest roll gets Initiative.

Reroll ties

2. ​Movement phase​ ​- ​pg.21​ ​- ​A model can only be Moved o​ nce​ in each Movement phase
- A player moves ​all models​ in their kill team they wish, then the next player does (Initiative order)
- Model may move in any direction but cannot move across other models or their bases (unless ​FLY​pg.21)
- A Model ​cannot cross the edge of the battlefield​ and must end its move on a surface ​it can stand on
- Do not measure vertical distance when moving a model that can ​FLY ​(​pg.21)
-​ If model ​started Movement phase within 1" of an enemy​ it can only either​ remain stationary or Fall Back
Do ​one​ of the following ‘moves’ with a model ​(continue until you run out of models to ‘move’):

Normal Move​ ​- ​May not Move within 1" of any enemy models​.
- Move Model a distance ​=/<​ than its Move (​M​) characteristic.

Fall Back​ ​ - M
​ ay not Fall Back move ​into​ 1" of any enemy models
- If within 1" of an enemy model move a distance ​=/<​ its Move (​M​) characteristic,
- Model that Falls Back also ​cannot React​ later that battle round or ​Shoot​(unless it can ​FLY​).
- Model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase

Advance ​(run) ​-​ May not Advance if within 1" of any enemy models​.
-​ Move that model a distance ​=/<​ its Move (​M​) characteristic ​+ D6
- A model that Advances ​cannot React ​or​ shoot​ later that battle round.

Ready​ ​- ​May not be Readied if within 1" of any enemy models​.


- Model does not move (including pivot) but gains an advantage in the subsequent Shooting phase.
​- If the model moves for any reason, it is no longer Readied

Charge​ ​(pg.23)- ​A model can only make one charge attempt in each Movement phase
- If model ​not within 1"​ of an enemy model and​ is within 12"​ of an enemy it may charge said model/s
Charge Sequence
1. Choose target(s)​ - Choose one or more enemy models within 12" of the charging model
2. Enemy Reacts​ - target/s can either fire​ ​Overwatch*​(​pg.31​) or ​Retreat*​(​pg.23​) but not if within 1" of enemy.
3. Charge ​-​ ​Roll​ 2D6 ​for charge distance movement (​result is max distance” for Success or ​Fail​)
- ​Model must finish its charge move within 1" of at least one of the target models otherwise charge fails.
- ​Model cannot move within 1" of an enemy model that was ​not​ a target of its charge otherwise charge fails
- Model cannot shoot later that battle round whether Success or Fail ​Charge
-​ ​Fail​ may still move distance rolled but not within 1” of enemy, must move towards closest enemy.
-​ F
​ ail​ model is n ​ ot said​ to have charged ​(ie. No bonuses/fighting/moves attached to ‘charge’ word)
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*​Retreat​ ​(​fallback token - Model cannot make a move on its players move turn)​
- Retreating model can ​move up to 3"​ by controlling player
- Model ​cannot Retreat​ if it has ​already made a move​ of any kind (including failed charge) in this phase
- A model ​can Retreat if​ it has already fired​ Overwatch​ in this phase.
- Retreat ​must end further​ away from the ​charging​ model and ​more than 1"​ from any ​enemy​ models.
- A model that Retreats ​cannot React​ later in the battle round, and​ cannot shoot​ (unless it can ​FLY​ p ​ g.21​)
*​Overwatch
- Uses normal rules for ​shooting​ attack made by a model that is the target of a charge - but:
- The​ target of Overwatch​ must be in range and visible when they declare the charge
- Overwatch made ​must target​ the model attempting to ​charge
- A ​6​ is ​always​ required for ​successful hit roll​ irrespective of firing model’s Ballistic Skill (​BS​) or modifiers
3. ​Psychic phase​ - ​pg.26
- ​Each player can only choose a ​single​ ​PSYKER​ in each battle round
- After a player uses (or chooses not to use) a ​PSYKER​ the next player does (Initiative order)
- Check chosen ​PSYKER​ datasheet for number of powers/deny attempt and powers known
- Unless stated otherwise, all ​PSYKERs​ know the P ​ sybolt​ psychic power (cv.5)

Psychic Sequence
1. Choose power
- Declare the power that the PSYKER will attempt to manifest
- ​Cannot attempt to manifest the same psychic power more than once in a battle round.

2. Take Psychic test


- ​2D6​ If total is ​=/>​ that power’s warp charge value then power is successfully manifested
- Check for ​Perils of the Warp ​(Double​ 1​’s or Double​ 6​’s)

3. Enemy takes Deny the Witch test ​(pg.27)


- Enemy psykers must be within 24" of chosen psyker
-​ Only one model per player can take a Deny the Witch test for each manifested psychic power.
- ​2D6​ If the total is ​>​ the result of the ​Psychic test​, it has been successfully resisted, effects are negated.

4. Resolve psychic power


- If successful, controlling player may resolve the effect of the psychic power (see the powers description itself)

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Perils of the Warp


If rolled a ​double 1​ or a ​double 6​ when taking a ​Psychic test​, psyker immediately suffers ​Perils of the Warp
- The psyker suffers ​D3 ​mortal wounds ​(pg 33)
- If chosen psyker is ​taken out of action​ ​(pg 32)​ by ​Perils of the Warp​, the power they were attempting to
manifest ​automatically fails​ and each model within ​3"​ ​immediately​ suffers ​D3​ mortal wounds.

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Psybolt​ ​- cv.​5​ ​(universal p​ sychic power)


- Psybolt has a warp ​charge value of ​5​. If manifested, the ​closest enemy model​ within ​18"​ of and visible to the
psyker suffers​ 1 ​mortal wound
- If the result of the Psychic test was ​11+​, the target suffers ​D3​ mortal wounds instead

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4. ​Shooting phase​ - ​pg.28
- Players take ​alternating​ turn to choose ​a model​ from their kill team to shoot with. (Initiative order)
- All ​Readied​ models (​Ready, Fire!)​ get to shoot before other non-readied models do (​Fire at Will)​
- No ​model​ can be chosen to shoot more than once in a Shooting phase
-​ A ​Grenade​ can only be fired once per team each Shooting phase (no other weapons can be fired by thrower)
- A model can fire with its ​Pistols​ ​ ​or​ ​non-Pistols​ ​ weapon/s, ​not Both​ in the same phase. (​pg.30​)

Shooting - Attack Sequence


1. Choose model to shoot with
- Model can’t shoot if made a​ charge ​attempt, ​Advanced (but Assault d-1),​ ​Fallen Back ​(but FLY) or ​Retreated​.
- A model that is within 1" of an enemy model cannot shoot​ (but ​Pistol ​unless charged​ ​pg.30​)

2. Choose ranged weapon/s and target/s


- See Datasheet for weapons used by model (Multiple # attack weapon may split between targets of 2")
- Check ​range​ and Visibility of Targeted enemy model/s (​pg28​) ..​is the model long or short range? Obscured?
-​ Cannot target​ enemy models that are within ​1"​ of​ friendly models

3. Resolve attacks
​ ake hit roll
•M
- Roll ​D6​ plus ​modifiers ​(see ​Shooting​ ​Hit Roll Modifiers Table​)
- If result ​=/>​ the attackers Ballistic Skill (​BS​) then it ​hits​, If not it ​fails​ and the​ ​attack sequence ends
- ​Unmodified​ hit roll of ​1 always fails​ and an ​Unmodified ​roll of ​6 always hits​.

•​ Make wound roll


- Roll ​D6
- Compare the attacking weapon’s ​Strength​ (​S​) with the target’s​ Toughness​ (​T​)
- Consult ​Wound Roll table ​for required number
- If D6 result ​=/>​ the required number, the attack wounds, If not it ​fails​ and the​ ​attack sequence ends
- Unmodified​ wound roll of ​1 always fails​ and an ​Unmodified​ roll of ​6 always successful.​.

​ nemy makes saving throw


•E
- Player controlling target model Rolls ​D6
- ​+/-​ ​Armour Penetration​ (​AP​) modifier of attacking weapon to the D6 roll result
- If result ​=/>​ the ​Save​ (​Sv​) of target model the damage is​ ​prevented​ and the ​attack sequence ends
- If result ​< ​the model’s ​Save​ (​Sv​) then the saving throw fails and the model suffers ​damage.​
- ​Unmodified ​saving throw of ​1 always fails​ ​(note an Unmodified 6 can still fail)

•​ Inflict damage
- damage inflicted is equal to the ​Damage​ (​D​) of the weapon used in the attack.
- Model loses ​one wound ​(​W​) for each point of damage it suffers.
- If model’s ​wounds ​(​W​) are reduced to ​0​, any ​further attacks​ by the ​attacking weapon​ are ​not resolved​, and
then the ​player that caused the Damage to the Target model​ makes an​ ​Injury roll​*(​ pg32)​ ​for the ​target model

​ heck for ​Falling​ ​- ​if up high, 1” of open edge​ ​ ​(Falling Test pg.43)
•C
- Hit Models Roll​ D6​. On a result of ​1​ it ​falls (​ Check for ​Falling Damage​), on a​ 2+ it does not fall

4. Choose another ranged weapon and target/s


- Model may shoot with any other weapons the attacking models has ​that it can fire​ (return to step 2)
Otherwise, the shooting attack sequence ends for said model.
5. ​Fight phase​ ​/ Close Combat ​- p​ g.34
- Players take​ alternating​ turn to choose​ a model ​from their kill team to Fight with. (Initiative order)
- ​Charging Models​ (​Hammer of Wrath)​ must Fight ​before other non-Charging​ models do (​Fight for your Lives​)
- No model can be chosen to Fight more than once in a Fighting phase
- model​ charged​ or ​was charged​ or w ​ ithin 1"​ of an enemy model, can be chosen to fight in the Fight phase.
-​ A player cannot choose to pass if they have a model that can fight

Fight - Attack Sequence


1. Pile in
- may move the model up to ​3"
- model must end the move closer to the ​nearest enemy model

2. Choose targets​ ​- ​If there are no valid targets the attack sequence ends
- Pick the ​target​ model/s, for the attacks.​ Attacking model must be within 1" of target model
- enemy model ​must be visible​ to the attacking model.
- Models that ​charged ​this battle round can ​only target enemy models that they charged
- Models that​ been charged​ can ​only target enemy models that charged them

3. Choose melee weapon


- See ​Datasheet o​ f Attacker for ​melee​ weapons (and​ ​Number of Attacks​) used by model
- If model has ​more than one melee weapon​, choose which it will use ​before rolling the dice
- ​All models​ are also assumed to be able to fight with a ​close combat weapon ​(see tables)

4. Resolve close combat attacks


• Make hit roll
- Roll ​D6​ plus ​modifiers (​ see ​Close Combat​ ​Hit Roll Modifiers Table​)
- If result ​=/>​ the attackers Weapons Skill (​WS​) then it ​hits​, If not it ​fails​ and the​ ​attack sequence ends
- ​Unmodified​ hit roll of ​1 always fails​ and an ​Unmodified ​roll of ​6 always hits​.

• Make wound roll ​(same as ​Shooting Phase)​

• Enemy makes saving throw ​(same as ​Shooting Phase​)

• Inflict damage ​(same as ​Shooting Phase​)

​ heck for ​Falling ​(same as ​Shooting Phase)​


•C

5. Consolidate up to 3"
- You ​may​ move the model up to​ 3"
- the model must ​end the move closer​ to the ​nearest enemy model

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Number of Attacks
- The Number of close combat attacks a model makes against its target is determined by its Attacks (​A​).
- You roll one dice for each close combat attack being made​.
- If model has ​more than one melee weapon​ and can make several close combat attacks, it may split its
attacks between these weapons – declare how you will divide the attacks ​before any dice are rolled​.

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6. ​Morale phase​ -​ p​ g.36
a.​ Once the first player has played through The​ ​Morale Sequence​, the next player does so….
b.​ Then the Morale phase and the battle round are over.
c.​ The players remove any tokens from their models (other than Shaken tokens)
d.​ The next battle round begins

Morale Sequence
1. Check if your kill team is broken
- If​ all​ models in a kill team currently have ​Flesh Wounds​, are ​Shaken​ or are ​Out of Action,​ it is​ Broken.
- if ​more than half​ of the models in your kill team currently have ​Flesh Wounds,​ are ​Shaken​ or are ​Out of
Action,​ it​ may be Broken - ​Do the following test*
*Roll ​2D6​ – if the total is​ greater than​ the highest ​Leadership​ ​(​Ld​) of ​any of the models​ in
the kill team ​(other than those that are shaken or out of action)​, the kill team is ​broken
- ​Once​ a kill team is ​Broken​, it ​stays​ ​broken​ for the ​rest of the game

2. Remove Shaken tokens


If you have any shaken models, they are ​now​ no longer shaken​.
- Remove the ​Shaken​ token from each of your models

3. Take Nerve tests


- take a Nerve test for each of your models that has a flesh wound
- If your Kill Team is ​Broken ​take Nerve Test for all the rest of your models
(Models in a b ​ roken​ kill team need to take ​Nerve tests​ in e
​ ach Morale phase)​

To take a Nerve test​:*


* Roll a ​D6​ and apply cumulative ​modifiers
Nerve Test Modifiers Table - cumulative D6

​ haken​ or
Each other​ friendly model​ that is s +1
is ​out of action

Each other ​friendly model​ (​other than -1


shaken​ models​) ​within 2"​ of the model

- If​ result​ of the Nerve test ​exceeds​ the model’s Leadership (​Ld​), the test is​ failed​.
The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to
it.Otherwise, the test is passed.
- The​ test ​is​ always passed​ on an ​unmodified roll of 1​ ​(note an Unmodified 6 can still fail or pass)

Shaken
​ an not do anything​ (Move, shoot, fight, Psyc, etc..) until they
- Shaken Models c
become Unshaken ​(Usually by #2 of Morale Sequence)
-- ​INFORMATION​ --

Close Combat Weapon​* ​(Melee)


* ​In addition to the ​melee weapons​ listed on their datasheets, ​all models​ are also assumed to be
able to fight with a​ close combat weapon​ with the F ​ ollowing Profile​.
Weapon Range Type S AP D

Close Combat Weapon Melee Melee User 0 1

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Flesh Wound​ ​- pg.32


- A model that suffers a ​flesh wound​ is restored to​ 1​ wound (​W)​ remaining.
- Mark ​one​ of the empty​ ​Flesh Wound boxes​ on that model’s ​datacard​ (​pg.63​)
- If ​all​ of the ​Flesh Wound boxes​ on their datacard are​ marked​, the ​model​ is taken ​Out of Action​ instead
- I​ n the Morale phase each player takes Nerve tests for each of their models that has one or more flesh
wounds (pg 36)​.

Out of Action​ -​ pg.32


- ​Remove​ that model from the battlefield.

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Invulnerable Saves​ -​ pg.33


- If model has an​ invulnerable save,​ choose to use either its normal Save characteristic or its invulnerable
save, ​but not both​.
- If you use a model’s ​invulnerable save​, it is never modified by a weapon’s Armour Penetration (​AP​) value
- If a model has more than one ​invulnerable save,​ it ​can only use one​ of them – choose which it will use.

Mortal Wounds​ - pg.33


- Each ​mortal wound​ inflicts ​one point of damage​ on the ​target model.
- ​Do not make a wound roll or saving throw​ (​including invulnerable saves​) against a mortal wound
- If a ​mortal wound​ reduces a model to ​0​ wounds (​W​), any ​further mortal wounds​ directed against this model
by this attack ​are not resolved​ and the ​player whose model caused the mortal wound​ makes an ​Injury roll​ for
that model

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Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even
partially obscured​ from the best point of view of the firing model then it is said to be obscured.
When checking to see if a target is​ obscured,​ consider the​ main body​ of the firing and target models – ​do not
include​ a model’s​ base​ or ​parts that are ‘sticking out’ like aerials or weapons​,​ but do include all limbs and a
model’s head​.
If there is still doubt, we recommend the players agree about what constitutes the main body of a model before
the battle begins.

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-- ​INFORMATION​ --

Falling Test​ - pg.43


Before the game you should agree with your opponent/s which terrain features it is possible for a
model to fall from.​ Almost all buildings and ruins with more than one level are good examples of this.

- If a model is within​ 1"​ of the ​edge​ on such a terrain feature and they are ​hit by an attack​ (or lose a ​W​).
- After ​all the attacks​ from the attacking model have been resolved against target model the player who
controls that model takes a ​Falling test​:
- Roll ​D6​.
- On a​ 2+​, the test is ​passed​ and the model does not fall.
- On a ​1​, the test is​ failed​ and the model falls. Move the model over the closest edge
then straight down until they land on a lower level.
Falling Damage
- Roll a ​D6​ for​ every full​ ​3"​ the model has fallen ​(half number of Dice if Jumping Down*)
- If result is ​5+​ they suffer ​1​ ​mortal wound

Falling on top of another Model​ (Friendly or enemy)


- If the ​falling model​ would be placed on ​top of another model​ make another ​Falling Damage Roll​ for the
model underneath, ​using the same number of dice as for the falling model​.
- The controlling player of the falling model makes any Injury rolls that result from a fall.
- After resolving any ​Injury rolls,​ the falling model is placed ​as close as possible​ to the point where they would
have landed. ​This ​can​ bring them within 1" of an enemy model.

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Climbing​ - pg.42
- Models can climb or traverse barriers of ​1"​ or higher
- A model that climbs ​cannot end its movement while climbing​, it must be standing on a surface at the end
of its movement.
- If it does not have sufficient movement (​M​) to climb to a suitable surface, it cannot climb.
- A model can traverse an overhang while climbing, as long as it protrudes no more than 1”
- Models that can F ​ LY​ can move vertically without measuring the distance moved.
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*Jumping Down​ - pg.43


- A model standing somewhere it could fall from can choose to jump down from one level to another.
- When ​Jumping Down,​ use normal ​Falling Damage​ rules but​ half number of Dice rolled​ (round down)
- Model cannot ​Jump Down​ (or fall) on top of another model
- Model cannot ​Jump Down ​within ​1" o
​ f an enemy model unless making a charge move against that model

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FLY
- If model has the FLY keyword it can move across models and terrain (not impassable terrain ​pg.42​) as if they
were not there.
- ​must end its move on a surface it can stand on, other than another model or another model’s base.
- Do not measure vertical distance when moving a model that can FLY.

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Ultra-Close Confines​ -​ ​Rogue Trader​ Expansion pg.22

If playing on a Ultra-Close Confines board/battlefield (e.g: Truehawk) then add the following rules​.

Walls​ - ​represented by thin red lines on printed boards


* ​Measuring
- players must measure ​around walls​, using the shortest possible path.
* Movement
- Models​ cannot move through walls​, including FLY
* Visibility
- Models​ cannot see through walls​.
- Models ​may be Obscured ​by a wall
* Fighting/shooting
- Models ​cannot attack through walls

Doors
- Cannot be targeted or attacked by either player's models.
- Are closed at the start of a mission (unless mission states otherwise)
-​ Closed Doors​ block movement, visibility and measurements in the same way as a wall.

*Opening/closing a Door
- An ​INFANTRY ​model can Open or Close a Door
- Must ​start the Movement phase within 1" ​of the open/closed door and ​remain stationary that phase
or
- Must​ End a Normal Move within 1" ​of it and there are n ​ o enemy models within 1" ​of it
- model ​cannot open/close​ a door if it is ​shaken​ or ​Readied,​ or if it ​Advanced ​or​ Fell Back​ in that phase.

*Enemy models within 1" of the door ​(not Shaken) ​may attempt once​ to stop the door from being
opened/closed
How:
- Players controlling the two models roll off
- Winner chooses if the door is closed or open

If a model is standing in an open doorway when the door is closed


- ​door will not close
- roll a ​D6​ for​ each model​ in that ​open doorway​;
- on a ​1​ that model ​suffers a mortal​ wound ​(they are partially crushed by the door before it reopens)
- 2-6, Model is not damaged, but blocks the doorway an the door stays open.
-- ​TABLES​ --
- ​Shooting -​ ​phase Table​ -
​HIT​ ROLL MODIFIERS D6 Info

Target​ is at ​Long Range​ (pg.31) -1 more than ½ weapons ​range​. ​except Grenade​s

Target​ is ​Obscured​ (pg.30) -1 Any part of main body of Target hidden from view

Each​ ​Flesh Wound​ on the ​Attacker​ ​(pg.32) -1 ​ hoot​ when ​injured​?


Harder to s

Attackers​ kill team is​ Broken​ ​ (pg.36) -1 You team ​morale​ is down makes it harder to Aim?

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- ​Close Combat -​ ​(Melee) phase Table​ -
​HIT ROLL MODIFIERS D6 Info

Intervening​ Terrain​ (pg.35) -1 any​ terrain between​ the models that makes it impossible
for the models to be placed in contact with each other.

Each​ ​Flesh Wound​ on the ​Attacker​ ​(pg.32) -1 ​ ight​ when i​ njured​?


Harder to F

Attackers​ kill team is​ Broken​ ​(pg.36) -1 ​ ight​ when m


Less will to F ​ orale​ is down?

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​WOUND​ ROLL Table

​ trength​ (​ ​S​)​ v
Attack’s S ​ s​ Targets T
​ oughness​ ​(​T​) D6​ Roll need

S​trength ​TWICE​ (or more than Twice) the ​T​oughness? 2+


S​trength ​GREATER​ than the ​T​oughness? 3+
S​trength ​EQUAL​ to the ​T​oughness? 4+
S​trength ​LOWER​ than the​ T​oughness? 5+
S​trength ​HALF ​(or less than Half) the ​To
​ ughness? 6+
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* ​Injury Roll​ ​*​ - (​pg.32) ​- Player rolls a​ D6 +/-​ ​Modifyers
(1D6 per​ Damage characteristic (​ ​D​)​ ​of​ wounding attack (​ pg.32), Take highest D6 result)
PSYCHIC​ POWER/​SHOOTING​ ATTACK ​INJURY ROLL​ MODIFIERS D6

Injured Target model​ is obscured from the​ psyker​/​shooting​ model, & -1


within ​1" ​of a model/piece of terrain that is between the two said models

Each​ flesh wound ​on the​ injured Target model +1


CLOSE COMBAT/FIGHTING​ ATTACK ​INJURY ROLL​ MODIFIER D6

Each​ flesh wound​ on the ​injured Target model +1


If Result is: 3 or less ​= 1 ​Flesh wound​ on Injured Target model
4 or more​ = Injured Target model is ​Out of action
- ​Shooting -​ ​phase Tables Sheet​ -

​HIT​ ROLL MODIFIERS D6 Info

Target​ is at ​Long Range​ (pg.31) -1 more than ½ weapons ​range​. ​except Grenade​s

Target​ is ​Obscured​ (pg.30) -1 Any part of main body of Target hidden from view

Each​ ​Flesh Wound​ on the ​Attacker​ ​(pg.32) -1 ​ hoot​ when ​injured​?


Harder to s

Attackers​ kill team is​ Broken​ ​ (pg.36) -1 You team ​morale​ is down makes it harder to Aim?

Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even
partially obscured​ from the best point of view of the firing model then it is said to be obscured.
When checking to see if a target is​ obscured​, consider the​ main body​ of the firing and target models – ​do not
include​ a model’s ​base​ or ​parts that are ‘sticking out’ like aerials or weapons​,​ but do include all limbs and a
model’s head​.

​WOUND​ ROLL Table

​ trength​ (​ ​S​)​ v
Attack’s S ​ s​ Targets T
​ oughness​ ​(​T​) D6​ Roll need

S​trength ​TWICE​ (or more than Twice) the ​T​oughness? 2+


S​trength ​GREATER​ than the ​T​oughness? 3+
S​trength ​EQUAL​ to the ​T​oughness? 4+
S​trength ​LOWER​ than the​ T​oughness? 5+
S​trength ​HALF ​(or less than Half) the ​To
​ ughness? 6+

* ​Injury Roll​ ​*​ - (​pg.32) ​- Player rolls a​ D6 +/-​ ​Modifyers


(1D6 per​ Damage characteristic (​ ​D​)​ ​of​ wounding attack (​ pg.32), Take highest D6 result)
SHOOTING​ ATTACK ​INJURY ROLL​ MODIFIERS D6

Injured Target model​ is obscured from the​ shooting​ model, & -1


within ​1" ​of a model/piece of terrain that is between the two said
models

Each​ flesh wound ​on the​ injured Target model +1


If Result is: 3 or less ​= 1 ​Flesh wound​ on Injured Target model
4 or more​ = Injured Target model is ​Out of action

Number of attacks of Shooting Weapon


- a number beside the weapon TYPE is how many attacks that weapon can make - Type #
e.g “Assault 2” means it is an ​Assault​ type weapon that attacks twice (roll 2D6’s)
- ​Close Combat -​ ​(Melee) phase Table Sheet​ -

​HIT ROLL MODIFIERS D6 Info

Intervening​ Terrain​ (pg.35) -1 any​ terrain between​ the models that makes it impossible
for the models to be placed in contact with each other.

Each​ ​Flesh Wound​ on the ​Attacker​ ​(pg.32) -1 ​ ight​ when i​ njured​?


Harder to F

Attackers​ kill team is​ Broken​ ​(pg.36) -1 ​ ight​ when m


Less will to F ​ orale​ is down?

​WOUND​ ROLL Table

​ trength​ (​ ​S​)​ v
Attack’s S ​ s​ Targets T
​ oughness​ ​(​T​) D6​ Roll need

S​trength ​TWICE​ (or more than Twice) the ​T​oughness? 2+


S​trength ​GREATER​ than the ​T​oughness? 3+
S​trength ​EQUAL​ to the ​T​oughness? 4+
S​trength ​LOWER​ than the​ T​oughness? 5+
S​trength ​HALF ​(or less than Half) the ​To
​ ughness? 6+

* ​Injury Roll​ ​*​ - (​pg.32) ​- Player rolls a​ D6 +/-​ ​Modifyers


(1D6 per​ Damage characteristic (​ ​D​)​ ​of​ wounding attack (​ pg.32), Take highest D6 result)
CLOSE COMBAT/FIGHTING​ ATTACK ​INJURY ROLL​ MODIFIER D6

Each​ flesh wound​ on the ​injured Target model +1


If Result is: 3 or less ​= 1 ​Flesh wound​ on Injured Target model
4 or more​ = Injured Target model is ​Out of action

Close Combat Weapon​* ​(Melee)


* ​In addition to the ​melee weapons​ listed on their datasheets, ​all models​ are also assumed to be
able to fight with a​ close combat weapon​ with the F ​ ollowing Profile​.
Weapon Range Type S AP D

Close Combat Weapon Melee Melee User 0 1

Models that can Fight


Any model that ​charged​ or ​was charged​ in this battle round, or that is ​within 1" of an enemy model​, can be
chosen to fight in the Fight phase.
Models/Charaters:
Move (M)​: speed at which a model moves across the battlefield.

Weapon Skill (WS)​: ​Melee​ - model’s skill at hand-to-hand fighting. If a model has a Weapon Skill of‘-’ it is
unable to fight in melee and cannot make close combat attacks at all.

Ballistic Skill (BS)​: ​Shooting​ - how accurate a model is when shooting with ranged weapons. If a model has a
Ballistic Skill of ‘-’ it has no proficiency with ranged weapons and cannot make shooting attacks at all.

Strength (S)​: how strong a model is and how likely it is to inflict damage in hand-to hand combat.

Toughness (T)​: model’s resilience against physical harm.

Wounds (W)​: how much damage a model can sustain before it succumbs to its injuries.

Attacks (A)​: how many times a model can strike blows in hand-to-hand combat.

Leadership (Ld):​ how courageous, determined or self-controlled a model is.

Save (Sv)​: the protection a model’s armour gives.

Maximum Number (Max)​: how many of this model you can include in a kill team.

Weapon
Range:​ How far the weapon can shoot. Weapons with a Range of ‘Melee’ can only be used in hand-tohand
combat. All other weapons are referred to as ranged weapons.

Type: ​*​ The Type of Weapon it is (Assault, Heavy, Rapid Fire, Grenade, Pistol..)

Strength (S)​: How likely the weapon is to inflict damage. If a weapon’s Strength lists ‘User’, it is equal to the
wielder’s current Strength. If a weapon lists a modifier such as ‘+1’ or ‘x2’, you should modify the user’s current
Strength characteristic as shown to determine the weapon’s Strength. For example, if a weapon’s Strength
was ‘x2’, and the user had a Strength characteristic of 6, that weapon has Strength 12.

Armour Penetration (AP)​: How good it is at getting through armour.

Damage (D):​ The amount of damage inflicted by a successful hit.

Abilities:​ Some weapons have additional abilities that change how they are used or what happens when they
are used. Where this is the case, it will be described here.
* Weapon Types
- a number beside the weapon Type is how many attacks that weapon can make -
e.g “Assault 2” means it is an Assault type weapon that attacks twice (roll 2D6’s)

Range Weapons used in Shooting Phase


ASSAULT
You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that
model to fire Overwatch)​ even if it Advanced​ earlier in that battle round. If it does so, it can​ only fire Assault
weapons​, and you ​must subtract 1 from any hit rolls​ made when firing that weapon this battle round.

HEAVY
If a model with a Heavy weapon ​moved in the preceding Movement​ phase, you must​ subtract 1 from any hit
rolls made​ when firing that weapon this battle round.

RAPID FIRE
A model firing a Rapid Fire weapon ​doubles the number of attacks it makes​ if all of its​ targets are within half
the weapon’s Range ​characteristic.

GRENADE
A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If
they do so, they​ cannot fire any other weapons that phase,​ and ​no other model in your kill team can fire a
Grenade weapon that phase​.

PISTOL
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1"​, but it
must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot
with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models
are within 1" of the same enemy model.
- Model cannot fire a Pistol if it was charged in this battle round.

Melee/Close Combat weapons used in the Fight Phase


MELEE - Close Combat
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed
with are​ listed on its datasheet

In addition​ to the melee weapons listed on their datasheets, ​all models are also assumed​ to be able to fight
with a close combat weapon, which has the following profile:
Close Combat Weapon

Weapon Range Type S AP D

Close Combat Weapon Melee Melee User 0 1

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