02.00 Datasheets

Each unit has a datasheet that explains how it functions in battle. Here you will learn how to use datasheets when preparing your army and playing games.

02.01 Datasheet Name

Here you will find the name of the unit.

02.01.01Datasheet Name and Keywords

As well as the keywords listed in each datasheet’s Keywords section, each datasheet name acts as an additional keyword for that unit.

02.02 Profiles

These contain the following characteristics that tell you how mighty the models in the unit are:

Move (M): The speed at which a model traverses the battlefield. If a model has an M characteristic of ‘-’, it can be set up on the battlefield but otherwise cannot be moved.

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

Save (Sv): Presented as a dice result (e.g. 4+), this indicates the protection a model’s armour gives it.

Invulnerable Save (InSv): Presented as a dice result (e.g. 4+). Some models are protected by esoteric means in addition to physical armour, such as force fields or preternatural reflexes. Not all models have an InSv characteristic, but if they do, it will be listed here.

Wounds (W): Wounds represent how much damage a model can sustain before it is destroyed. If a model’s wounds are reduced to 0 or fewer, that model is destroyed.

Leadership (Ld): Presented as a dice result (e.g. 7+), this reveals how courageous, determined or self‑controlled a model is.

Objective Control (OC): How effectively a model can control an objective on the battlefield. If a model has an OC characteristic of ‘-’ it is unable to control objectives at all.

02.02.01Modifiers

WHAT ARE MODIFIERS?

Many rules in the game modify a value, characteristic or roll elsewhere in the game. A rule that does so is known as a modifier. A value that has been changed is a modified rule (e.g. modified characteristic, modified roll, modified value, etc).

One of the most common ways for modifiers to be presented is as +1 or -1 to a characteristic, roll or value.

If the rule has +1 to a characteristic, it improves it by the value after the '+' symbol.

Example: 'This weapon has +1 AP' would improve an AP characteristic of -2 to -3.

If the rule has -1 to a characteristic, it worsens it by the value after the '-' symbol.

Example: 'This unit has -1 Sv' would worsen a Sv characteristic of 3+ to 4+.

APPLYING MODIFIERS

This section presents the various ways rules may be modified. All modifiers are cumulative.

When a value is modified (e.g. characteristic, dice roll, distance), do so in the following order.

1. If a rule instructs you to change or replace one value with a specified value, you must first change the relevant value to the new value.

Note that rules that modify a characteristic in this step to a new value of ‘0’, ‘-’ or ‘*’ cannot be modified by other rules (in such cases, skip steps 2-5).

2. Apply multiplication modifiers.

3. Apply addition modifiers.

4. Apply division modifiers.

5. Apply subtraction modifiers.

6. Round any fractions up after applying all modifiers.

WHEN MODIFYING CHARACTERISTICS

When modifying characteristics, the following points also apply:

  • Characteristics of ‘-’, ‘*’ and ‘N/A’ can never be modified.
  • Rules that modify a model’s WS and/or BS characteristic modify the WS and/or BS characteristic of every weapon equipped by that model.
  • After all modifiers have been applied:
    • M cannot be less than 1".
    • T cannot be less than 1.
    • Sv cannot be 1+ or better.
    • InSv cannot be 1+ or better.
    • Ld cannot be 4+ (or better) or 9+ (or worse).
    • OC cannot be less than 0 or '-'.
    • Range characteristics cannot be less than 1".
    • A cannot be less than 1.
    • WS cannot be 1+ (or better) or 7+ (or worse).
    • BS cannot be 1+ (or better) or 7+ (or worse).
    • S cannot be less than 1.
    • AP cannot be worse than 0.
    • D cannot be less than 1.

When these terms are used in rules, the affected characteristics are being modified, and the following points apply:

  • Improving WS, BS, Sv and Ld: When improving a WS, BS, Sv or Ld characteristic, subtract the appropriate amount from the number before the plus sign, e.g. improving a WS of 3+ by 1 would result in a WS of 2+.

  • Worsening WS, BS, Sv and Ld: When worsening a WS, BS, Sv or Ld characteristic, add the appropriate amount to the number before the plus sign, e.g. worsening a WS of 3+ by 1 would result in a WS of 4+.

  • Improving AP: When improving an Armour Penetration characteristic, subtract the appropriate amount from the characteristic, e.g. improving an AP of -1 by 1 would result in an AP of -2; improving an AP of 0 by 1 would result in an AP of -1.

  • Reducing or Worsening AP: When reducing or worsening an Armour Penetration characteristic, add the appropriate amount to the characteristic, to a maximum of 0, e.g. reducing/worsening an AP of -1 by 1 would result in an AP of 0; reducing /worsening an AP of 0 by 1 would result in an AP of 0.

  • Improving or Worsening Other Characteristics: When instructed to improve/worsen a characteristic that does not include a ‘+’ or ‘-’ symbol, add/subtract the specified amount to/from that characteristic (e.g. to improve a S by 1, add 1 to it).

WHEN MODIFYING DICE ROLLS

When modifying dice rolls, the following points also apply:

  • Modifiers are applied after any re-rolls of that dice roll.
    • Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before modifiers.
  • A dice result can be modified above its maximum possible value (for example, a D6 roll can be modified above 6).
  • A result that would be less than 1 is changed to a result of 1.
  • Hit rolls and wound rolls can never be modified by more than -1 or +1. After all the cumulative modifiers to such a roll have been calculated, if the total modifier would be:
    • -2 or worse, it is changed to -1.
    • +2 or better, it is changed to +1.
  • Charge rolls cannot be greater than 12. After all the cumulative modifiers to a charge roll have been calculated, if the result would be 13 or more, it is changed to 12.

OTHER MODIFIED RULES

The following rules apply to various rules and effects found throughout the game.

  • Detection range and Lone Operative cannot be better than 9" or worse than 30".

A stratagem cannot have its CP increased by more than 1 or reduced to below 0 after all modifiers have been applied.

02.02.02Ignore Modifiers

Some rules enable a player, weapon, model or unit to ignore modifiers. When using such rules, the following points apply:

Unless otherwise stated, that rule allows you to ignore modifiers to the unit's rolls and the unit's profile and weapon characteristics.

When a rule states you can ignore modifiers to a stated roll or characteristic, you can choose to ignore all of those modifiers, or only some of them. For example, you can still choose to apply positive/beneficial modifiers while ignoring negative/detrimental modifiers.

Example: Your unit can ignore characteristic modifiers and is under the effect of +2" M and -2" M. You can choose to ignore the -2" M, meaning that unit's M characteristic will only be modified by the +2" M.

Example: Your unit's ranged attacks can ignore roll modifiers and are under the effect of +1 to hit rolls and -1 to hit rolls. You can choose to ignore the -1 to hit rolls, meaning those attacks will only be affected by the +1 to hit rolls.

02.02.03Random Characteristics

Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon's characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.

02.02.04Healing Or Regaining Lost Wounds

When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:

  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models, with one wound remaining. This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.

02.02.05Full Wounds Remaining

A model has its full wounds remaining if it has the same number of wounds remaining as its W characteristic.

02.02.06Characteristic Modifiers & Modified Characteristics

See Modifiers (02.02.01).

02.03 Abilities

Many units have abilities that may apply during the game. These will be described here.

02.03.01Rules With Multiple Conditions And Effects

Some rules have multiple conditions, with the second, more specific condition conferring an improved rule, either instead of the first condition’s rule or as well as it. Such rules require both the first condition and the second condition to be satisfied for the improved rule to apply.

For example, an ability reads: ‘This unit's ranged attacks that target the closest eligible target can:

  • Re-roll hit rolls of 1.

  • Or:If that target is within range of an objective your opponent controls, re-roll hit rolls.’

In order for those attacks to re-roll hit rolls, that target must be both the closest eligible target and within range of an objective your opponent controls.

02.04 Weapons

Weapons have the following characteristics:

Range (R): How far ranged weapons can shoot. Weapons with an Rcharacteristic of ‘Melee’ are melee weapons.

Attacks (A): How many attack dice are used each time that weapon is used.

Ballistic Skill (BS): Presented as a dice result (e.g. 4+), this shows how accurate the bearer is when shooting with the relevant ranged weapon.

Weapon Skill (WS): Presented as a dice result (e.g. 4+), this reflects the bearer’s skill in wielding the relevant melee weapon.

Strength (S): The higher a weapon’s S characteristic, the more likely it is to wound a foe.

Armour Penetration (AP): Presented as a modifier to a dice roll (e.g. -1). The larger the modifier, the better the weapon is at cutting through the target’s defences.

Damage (D): The amount of damage inflicted by an attack.

02.04.01Weapons With No Strength

If a weapon has no S characteristic (because it is '-', or for any other reason) and a rule interacts with that weapon's S, that weapon has S 1 for that interaction.

02.05 Keywords

Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD.

02.05.01Using Keywords & Mixed Keywords in Units

When using keywords, the following points apply:

  • A unit has all the keywords of all models in that unit. A model only has its own keywords.
  • If a rule specifies that it applies to a unit with a keyword, it applies to a unit which includes one or more models with that keyword.
  • If a rule specifies that it applies to a model with a keyword, it only applies to a model with that keyword.
  • If a rule specifies that it applies to ‘non-Keyword’ models/units, it only applies to models/units that do not have that keyword. For example, if a rule applies to non-Vehicle units, it only applies to units that do not have the Vehicle keyword.
  • Some units can contain models that have different keywords. While this is the case, such a unit is considered to have all of the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. Remember that attacks are made against units, not models.
  • If a rule only applies to models with a specific keyword, then it instead only applies to models in such a unit that have the correct keyword.
  • A rule with a comma-separated list of keywords, or a series of keywords separated by slashes ('/'), or two keywords separated by the word ‘or’ (e.g. ‘an Immortals, Deathmarks or Lychguard unit’) refers to a model/unit that has any one of those keywords.
  • A rule with multiple adjacent keywords (e.g. ‘an Aeldari Guardians unit’) only refers to a model/unit that has all of those keywords.
  • Some older rules use keywords without specifying model or unit: for example, MONSTER/VEHICLE or TRANSPORT. These rules refer to units with those keywords.
  • Singular and plural instances of the same keyword function in the same way.

02.06 Unit Composition And Other Rules

This section details the number and types of models in the unit. Each of those models will have one set of default wargear, which will be listed here. It may also list other rules, such as which units a leader unit can join or which units can embark within a TRANSPORT.

02.06.01Bearer

The bearer of a weapon, enhancement or item of wargear is the model equipped with it.

02.06.02Unit's Equipment

When a rule refers to a unit’s equipment, it refers to all of the wargear equipped by models in that unit.

02.07 Wargear options

Some datasheets have a list of wargear options. When you include such a unit in your army, you can use these options to alter the weapons and other wargear its models have.