Pre-Game:
(Core Rules Pg 57)
Muster Armies
Read Mission Objectives
Create Battlefield
Determine Attacker and Defender (roll, winner = attacker)
Declare Battle Formations
EC with Ass. Int x 5 in Rep Ex (left flank). - EC has Artificer Armour (5+ FNP).
Cast with AI x 5
Grimmy with AI x 10
Marsh/Cast with 5xSB in Imp (firing deck)
Marsh/Cast with 4xSB in Rep Ex (centre)
5 x SB (no leader)
Deploy Armies
Int on obj, EVERYTHING in cover, Callidus can infiltrate or deepstrike, can uppy-downy, Combi-lieu can infiltrate
Determine First Turn (read mission rules)
Resolve Pre-Battle Rules
Pick Vow:
Uphold: At end of command phase infantry units can sticky objectives.
Can advance and perform action.
Combi-Lieu:
Priority Objective: select one objective (centre) reroll wound roll of 1 for enemies on that obj.
Command Phase:
Battle Shocks (Insane Bravery Strat 1CP)
Pick Doctrine (each one once per battle)
Devastator: Advance and Shoot
Storm of fire (ignore cover, if DevDoc also improve AP)
Tactical: Fallback, Shoot and Charge
Squad Tactics (End of opponent movement when they move/advance/fallback within 9” of my unit make normal move of D6 or 6” if in Tactical)
Assault: Advance and Charge
Honour the Chapter (Lance (+1 to wound if charge) and improve AP if in AssDoc)
Grimmy: Pick a Relic:
Banner: + 1 Advance and Charge rolls
Column: + 1T
Water: improve AP by 1.
Ints: sticky objectives
Stratagem:
Adaptive Strategy (1CP) give any doctrine to one unit (instead of current one)
Insane Bravery (1CP) once per battle auto pass Battle-shock (before rolling)
New Orders (1CP) end of command phase - discard one secondary and draw another.
Movement Phase:
Move = shoot normally; Advance (add D6 to movement) = can’t shoot (unless assault); or charge (roll 2D6).
Callidus: Deepstrike
Transports: move/advance it and keep units inside then disembark next turn. Or can normal move, then units can disembark w/in 3” and charge.
Grimmy banner: +1 to advance and charge rolls
SB: If enemy fall back, SB can make normal move (on to objective, into transport, behind cover etc.) can combine this with Squad Tactics for up to 12” move!
Combi-Lieu: built in squad tactics (when enemy move / advance / fall back within 9”, can make normal move).
Stratagem:
Fire Overwatch (1CP): use on Rep Ex
Rapid Ingress (1CP): arrive from reserves at end of opponent movement phase.
Squad Tactics (1CP): when enemy move / advance / fall back one unit within 9” can make normal move of D6” (or 6” if in tactical doctrine)
Shooting Phase:
Impulsor: has Multi-melta, 2 fragstorm, and firing deck (2 x combiweapon = 24”, 1 x Plasma = 12”, 2 x pyre = 12”, 2 x Heavy bolt pistol = 18”
Ints: +2A shooting against same unit.
Rep Ex: re-roll hits if shooting something w/in 12” of any of my models
Stratagem:
Armour of Contempt (1CP): worsen AP by 1
Go to Ground (1CP): after they have targeted a unit in shooting, unit gets 6+ invuln and Benefit of Cover
Grenade (1CP): 8”, 6D6 mortals on 4+
Smoke Screen (1CP): benefit of cover and stealth (subtract 1 from hit roll)
Storm of Fire (1CP): gives Ignors cover, if under Devastator Doctrine, also improve AP.
Charge Phase:
EC: if charging unit with character, gives +2 to charge roll
Once per battle EC’s attacks have Devastating Wounds against character unit.
Stratagem
Tank Shock (1CP): roll 6D6 (+2 if S greater than T). Every 5+ = mortal.
Fire Overwatch
Heroic Intervention (1C): after enemy ends charge, you can charge them with a unit within 6”
Fight Phase
Assault Intercessor: re-roll wounds of 1s (if enemy w/in range of objective, = re-roll all wounds) - Sgt has Power Fist.
Castellan: Ld test, if failed, re-roll 1s to hit, if passed, re-roll all hits.
If his unit destroys a unit, gain 1CP on roll of 4+
Callidus: Fights first
Callidus: At end of fight phase, can fall back D6”
Callidus: At end of opponent’s turn can re-enter strat reserve if outside 3”
Grimmy: allows unit to re-roll hits in melee
Marshal: crits on 5+, +1A to Marshal per enemy unit w/in 6” (max +3)
Stratagem
Armour of Contempt (1CP): worsen AP by 1
Counter Offensive (2CP): after enemy unit has fought, one of my units can fight next (i.e. use it to interrupt charging units or “Fights First” units)
Epic Challenge (1CP): a character gains precision
Honour the Chapter (1CP): unit gets Lance (if bearer charged this turn add 1 to wound roll (additive with army rule) if in Assault Doctrine also improve AP by 1.
Only in Death…(2CP): fights on death





Comments
Post a Comment
Tell me all...