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.
Here you will find the name of the unit.
As well as the keywords listed in each datasheet’s Keywords section, each datasheet name acts as an additional keyword for that unit.
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.
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:
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:
OTHER MODIFIED RULES
The following rules apply to various rules and effects found throughout the game.
A stratagem cannot have its CP increased by more than 1 or reduced to below 0 after all modifiers have been applied.
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.
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.
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 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.
A model has its full wounds remaining if it has the same number of wounds remaining as its W characteristic.
See Modifiers (02.02.01).
Many units have abilities that may apply during the game. These will be described here.
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.
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.
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.
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.
When using keywords, the following points apply:
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.
The bearer of a weapon, enhancement or item of wargear is the model equipped with it.
When a rule refers to a unit’s equipment, it refers to all of the wargear equipped by models in that unit.
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.