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Lamphammer Core Rules 10ed
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Lamphammer Core Rules 10ed
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EU cacl : eras Ps ¢\ Ra anor eee ae poeee eat eee eerie eeeeo DATASHEET NAME Poy fd eran ofthe ui od PROFILES ‘These 0 that tell you how'mighty them IN): This is the speed at which a model hasa Move of atally it is unable to moy (1): This reflects the mode's fe against physical harm. f): This indicates the protection a mour gives them Hs armour g Inds (W): Wounds represent how Bich demage a model can sustain bef Bi siccumbs to its injuries. If model’ Bounds characteristic is reduced to 0, tha trodel is destroyed Leadership (Ld): This reveals how ined or self controlled a courageous, det godel is, The lower this number, the better model’ Leadership is. Gbjective Control (OC): This shows how ectively a model can exert control over fn objective on the battlefield o ABILITIES Dany units have special abilities and rules Pat may apply during the game, from Core Riles shared by many units to bespoke Psychic abilities and invulnerable saves. These will be described here, along with any rales that app) models such as Willdes have suffered sufficient damage when larg Some abilities are bestowed by items Olwargear that models in a unit can be *Hlipped with, and are known as Wargear bles These only apply while a model in etunit is equipped with the relevant iter ot Wargear, ca WEAPONS flowing charset hh Weapons with a ran of fel 2 'elee Weapons and ca b n close combat All ‘i Attacks (A); his tells yo. are made each time hat ia ie eapon is used Weapon Skill (WS): ‘This re ie bearer’s ng the relevant melee weapon Ballistic Skin (as) 3: This shows how the beare curate relevant range nged weapor Strength (5); Tow likely the weapon Wound a foe ef Atmour Penetration (AP): Th: Is repres the we: on’ ability to cut through ti target's defences, eo Damage (0): The amount of damage inflicted by a successful wound, e KEYWORDS Datasheets have alist 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 sets of keywords are functionally the same. UNIT COMPOSITION AND OTHER RULES This section details the number and types of models in the unit, and the default weapons and wargear those models are equipped with, It may also describe other interactions, such as how units with the Leader ability can attach to other units, and passenger restrictions that may apply to Transport models. > WARGEAR OPTIONS Some datasheets have a bullet-pointed list of wargear options, When such a unit in your army, you can use pons and other wu include options to change the weap 2 unit, The ot viargear of models in the unt The you use these options ir but each can only be used once, CORE RULES | DATASHEE LEADERSHIP TESTS Ihe file requlres you to take Leadership test fra uni ell 2065 ite totals greater than oF equal tothe best Leadership characteristic in that anit that test is paced ‘Otherwise, it is failed. e RANDOM CHARACTERISTICS Some characteristics are a random Value instead ofa number. For example, a models Move characteristic might be 206", or weapon's Attacks characteristic might be D6. When a unit with ‘random Move characteristic is selected to move, determine the ntire units move distance by rolling the indicated number of dice, For all other characteristics, Toll to determine the value on an individual, per model or Per-weapon basis each time that characteristicis required, AURA ABILITIES Some abilities affect multiple models or units in a given range. These are known as Aura abilities and are tagged with the word ‘Aura A model with an Aura ability always Within range ofits own Aura ability. ‘A unit can be affected by more than one Aura ability ata time, but if ‘unit is within range of the same ‘Aura ability more than once, that ‘Aura ability only applies to that unit once PSYCHIC WEAPONS: AND ABILITIES Some weapons and abilities can only be used by PsvKERS. Such weapons and abilities are tagged with the ‘word Psychic’ Ifa Psychic weapon ‘or ability causes any unit to sutier ‘one or more wounds, each of those ‘wounds is cansidered to have been inflicted by a Psychic Attack.COMMAND PHASE battle, consolidating their objectives before makin he ss e alte se the flow of the tics and strategies with which to defeat the ae Su Commanders g2°8° j devising new their battle plans @ 1. COMMAND At the start of your Comm: else, both players gain 1CP. Comm, resource that you can spend during You can find out more about Stra d phasey js split into Pages 41 Command phase is sp! Bes Al 4 The In the first, both players an in 1 Command point (CP) and Then, if you ha Fed to be resolyeq gain] ve any other Command the Comiand phase, you dg fore propresen 50 ock step. mgt ase rules i the second, you Battle-shock step test to see if any of your units are Battle-shocked. mi Both players gain 1CP. SSS ae @ Resolve any other rules that occur in the Command phase. COMMAND BATTLE-SHOCK In this step, you must take a Battle-shock test for f units on the battlefield that is Below Half-stren To do so, roll 2D6: if the result is greater than or « best Leadership characteristic in that unit, the testis p; GAINING COMMAND POINTS otherwise, the test is failed and, until the start of Outside of the CP players gain at Command phase, that unit is Battle-shocke: the start of the Command phase, each player can only gain a total of While a unit is Battle-shocked: 1CP per battle round, regardless of the source. ORE RULES | cg} = The Objective Controll t = Ifit Falls Back, yous p every model in w Its controlli[erm krvn asit Ww! F-STRENGTH eles Sa Halfstrength. rting Strength g Strength of 1, then itis said jyhas a Starting Strengt Bene Maser While is semaining Famer ofwetinds ie less than half ofits punber 0 winds characteristic , : PARRA the miber of models i SE ireMeMashan half of Starting Strength, that ri ead bERAbT Helstrength 5 nee models will suffer damage and be d When a modél is destroyed, i is removed tlcfeld: When every mnodel in a unit has ved, that unit is destroyed e NGTH [suRTING STENT contains when it is added ATTACHED UNITS Some CHARACTER units have the Leader ability (pg.39), Which lets them merge with other units (known/as Bodyguard units) to form an Attached unit The Starting Strength of an Attached unit is equal to the combined Starting Strengths of al ofits units ( the number of models in the Leader unit added fo the number of models in the Bodyguard unit), tfeitherthe Leader unit or the Bodyguard unit in an Atfached unit is destroyed, the Starting Strength of the remaining unit 's changed to be equal to its original Starting Strength, Example: A Primaris Captain (Starting Strength 1) is Ths tag {0 @ unit of Intercessors (Starting Strength 8), This Attached unit has a Starting Strength of 6. Ifall the Intercessors are destroyed, the remaining Primaris Gian would revert to having a Starting Strength of 1. that are triggered when a unit S are still triggered when one of it made up an Attached unit is Header or the Bodyguard unit) Example: Ifa rule awards you with IVP each time an dn Sogit'S destroyed, and you target an Attaghed Unit you would gain 1VP if the Body destroyed and 1VP if the 4 total of 2VP) urd unit is Leader unitis destroyed (fopThe ground battlefield and vie for advantaget Start your Movement phase by selecting OM army that is on the battlefield to move Your Movement phase is split 1 Unless that unit is within Engagement Range of any ent into two steps. First you can models, it can make a Normal move, or Advance, ‘move your units, then you can set Remain Stationary ‘up reinforcements. m lf that unit is within Engagement Range of any enemy models, itcan either Remain Stationary or Fail Back After you have finished moving’ i, select another unit MOVE UNITS from your army to move, andi Bl you haye dor with all of your units. Once y Joved all of you REINFORCEMENTS Each time you move a choose to. The controll SP EESCeEess «move their models. W ‘Your Movement phase mov any of ity models you thooses the order in w Ht move a model, you can pive the battlefield along any path ove d across an enemy model o cross the edge of the Hd. It can be moved over friendly models as if they were here if you wish, but it cannot end its move on top of anoffter model, The only exception to this is when moving MONSTER or Vewicie models; such models camy,, Be moved over other friendly MonsteR or VeHicte models snd must be moved around them instead. The di: moves is measured using the p: along its path, If whic stance a mode art of its base that moves furt a model does not have a base, measure using hever part of that model moves the furthes When a unit moves it can make a Normal move, Advance or Remain Stationary. m Units that are within Engagement Rango of any enemy models can only Fall Back or Remain Stationary, REMAIN STATIONARY IFa unit Remains Stati for the rest of the pag NORMAL MQ When a unit ag ibypione of its models can be moved fbach model in that unit i ta its Mov , can move gl Range of any CORE RULES | MoveweyADVANCE MOVES Waa unit Advances, m : Ppaing one Ds ‘Add the result in inches t dhaecterticof chm hse Each model move by mov al, but no mod Be arpdele A unit cannot shoot or de nodel in that unit distance in in lel can be moved withi: enemy Sameturn that it Advanced. Advance Move: Models move up to M+D6" Bi Cannot move within Engagement Range of any enemy models. ntil the in that unit can then make an A s less than or equal to this vance roll for that unit the Move Engagemen M Units that Advance cannot shoot or charge this turn ALLBACKMOVES = unit Falls Back, each model in that unit can ll Back move by moving a distance in inches sal toits Moye characteristic, and when youcanmove it within Engogement Range 1) models provided it does not end that move Engagement Range of any enemy models ~ if votpossible that unit cannot Fall Back, snnotsbootor declare a charge in the same tit Fel Baek, rate Escape Tests when malting Gther types of move, models can enemipmidels when making a Fall Back Seseenemy models were not there, but you aDespetate Escape test for cach model that "slang models that are Tramic or can FLY) Dedelsin that Unit are moved, In addition, ate shocked Wien itis selected to Fall Back, OA DEP Escape test for every model ‘before any-are nioved, Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the luni that is Falling Back is destroyed (eelected by you), ‘The same model can only ever trigger one Desperate Escape test per phase. 1M Fall Back Move: Models move up to M’ Units that Fall Back cannot shoot or dectare a charge in the same turn '= Models can move over enemy madels when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TitaNtc or can FLY) 1m If Battle-shocked unit is selected to Fall Back, ‘take a Desperate Escape test for every model in that unit '™ Desperate Escape Test: Roll one 06. 0n a 1-2, one ‘model from that unitis destroyed, ote Loa Le tre on ren ‘models, Desperate Escape tests Perr ee Cone ‘enomy unit, resulting in, 24, 4 ang MUL enewall for exarnple, but can clitab up oF b J ovet terrain featun ‘A model can be moved or less in height as if the an ‘del can be moved vertically in order te Jimb up or down any 3 this, counting th : s move. Model in features that are cal distance wy f Is cannot win as part of Jove mid-cmmd ~ifits not any kind of ave result, that m possible to end the move as cannot be made fm Models can move freely over terrain features 2° or less in height. 1m Models cannot move through terrain features taller than 2°, but ean climb up and down them FLYING Wa modal en it makes a Normal, Advance ot Fall Back move, itean be moved over enemy models as if they re not there, and can ed within Engagement emy models when making such a move. Note this also means ‘hal Monster 2nd Ventcte models that can Fty can be moved over other MONSTER and VEHICLE models when making such a ve. However, models that can Ftv cannot end their moye on top of any other models or within Engagement Range of any enemy models When a mode! that can Fly starts or ends a move on a terrain feature, instead of messuring the path it has moved across the batefeld, you instead measure its path ‘through the air as sh in the diagram below Mite PGE tts eel teteT err Sr ere een Recueil Coe i over it Deo el ul eid FLY models can move over enemy models when they r ‘Advance or Fall Back m Fy madels that start or end a m an aterrain feature m moved through the air when they ms ‘a Normal, Advance or Fall Back m2, REINFORCEMENTS yea rule that allows them to start the battle in a Such unite will arrive ves, such 25 eer battle an Ie ne pat have not been set up on the battlefield when Deep Strike (pg nd are known as Reserves units. Any ecves 00 ihe battle en< Reinforcements step of your Movement phase, if you have is count as having been destroyed, ete ts in your army, you can select one or more of ay Rese emi and set them up © oe ves units that you wish to set up this turn have been prec thase ends and you progress to your set up, You Ghooting phase. erves uni . the battlefield, one at a time. Once al. Movement phase e Spenals of how t0 set up Reserves units are described in the ipeles that enabled the unit to be set up in Reserves. These ically specify a distance away from all enemy es ill 5S never such a distance is specified, it always models; wi plies tothe Horizontal distance, even though Hnommlly you measure to and from the closest part ofa models base. Reserves units always count as having made a Normal move in the turn they are set up on the tatdefield, and so cannot move further duri ihisphase Otherwise, units set up in this Gnaeinonmally this turn (shoot, declare a charge fight, etc.) Beserves Unit:A unit that starts the battle in a location ather than, the battlefield. MAlWa¥s count as having made a Normal move in the turn they are set ‘pon the battlefield, MANU Specified distance from hem models applies to horizontal Chane Moa Reserves unit not SEtUp on the IBbY the end of the battle COUNIS 25 destroyedUse the following sequence when a unit shoots. ——@—— SELECT ELIGIBLE UNIT —g@——_ SELECT TARGETS ————_. MAKE RANGED ATTACKS ——}—__ REPEAT FOR NEXT ELIGIBLE UNIT SS eee Tn your Shooting phat h them, Each unit camel hoot once per phase. Once all of the units yal t, progress to your Charge phase ligible to shoot unless any of the fol = That unit Advanced this turn, = That unit Fell Back this turn, SELECT TARGETS Each time a unit shoots, be esolved, you must select the all of the ranged weapons you to make attack Each time you select a anged weapo' can only select an ener ast one 1 in that unit is bo weapon and visib that attacki apon if the distance alto or less than that weapon! Ifa model has more than one ran; of them at the same ta different target, but it ca one model, those models can sho targets. In when you s arget unit you mu. which models will target that unit with which weapo: fore any attacks are resolved. If any of these weapons have tuore than one profile that you must choose betw also declare which profile is b 1 Before a unit shoots, ranged weapons, Atleast one model fe same orRANGED ATTACKS odels now make attacks using their ranged o hoots with a ranged weapon, s equal to the Attacks (A) hooting 2 9 pons: Bach time 2 i ber of at make a number ofa weristic in that weapo setack being made (see Maki profile. You make one Hit roll for Attacks, pages 21-23) one et for your unit to shoot at, Veelected more than one targ pee Ete all of the attacks against one target before ¥ if your unit is shooting more tha Botti net tee I your ulti shooting mor i z id weapon at a target, and those weapons have differen Bs tents youhae resolved tacks with one of Geyou must, ifany other weapons with the PF pbeing shot at that unit, resolve those attacks before Gobing any other attacks against the target the target unit was of that attacking ected, that Hyetiat provided atleast one model i (gibleloan attacking model and in rang theses weapon when that target unit was s ill be even if no models j ons attacks can still be ma¢ = faniéremain visible to or in range of it when you come to mci thiose attacks (for example, because models in the targe Uaithavealteady been destroyed by attacks made with other wesponsin the attacking models unit), the BWhena model shoots a weapon, it makes a number of Hs equal to that weapon's Attacks characteristic. 1 allattacks against one unit before resolving EkS against any other unit. fictive all attacks made with the same Weapon profile esoWing attacks with any other profile tespon Was in range and its target was Visible when ahatweepon’s attacks can always be made. ocked in Combat LAB DE lO shoot while itis within Eng agement "aBéofene OF more enemy units Nileagenemay unit is with: n Engagement Rage of one u nore ssf Your army, you can ot select that enemy unit as a SBitoftanged weapons, 4 BIG GUNS NEVER TIRE Monsters and war enigines cant dispense death from afar even as they trample the masses before them. Mowster and VEHICLE units are eligible to shoot in their controlling player's Shooting phase even while they are within Engagement Range of one or more enemy units. Ranged ‘weapons equipped by MONSTER and VEHICLE units can target one or more of the enemy units they are within Engagement Range of, even if other friendly units are also within Engagement Range of the same enemy unit. Each time a Monster or VEHICLE model makes a tanged attack, if its unit was within Engagement Range of one or more enemy units when it selected its targets, unless that attack is made with a Pistol (pg 25), subtract 1 from that attack’ Hit roll. You can select an enemy Monster or VEHICLE unit within Engagement Range of one or more units from your army asa target of ranged Weapons. Each time a model from Your army makes a ranged attack against such a target, unless that attack is made with a Pistol, subtract 1 from that attacks Hit rol, Designer's Note: A unit that is within Engagement Range of an enemy MONSTER or VEHICLE sini is still not eligible to shoot, and so cannot make ranged attacks against that MONSTER or VEMICLE unit (unless that unit is eligible to shoot even while within Engagement Range of enemy sinits, eg. its itself a MonstER Or VEHICLE unit, or its models are equipped with Pistols). Other units Srom your army that are eligible fo shoot can, however, target and shoot ‘hat enemy MONSTER or VEMICLE tint MH MONSTERS and Venicues Gan shoot, and be shot at, even while they are within Engagement Range of enemy Units: Each time a ranged attack is made by or against Such a unit, subtract 4 from that attack’s Hit oll (unless Shooting with a Pistol. CORE RULES] sy NOTING PHASEjay with blade, hammer and claw. Strident war cries In your Chi rmy on th combat, you can select th n only Use the following sequence to nits. Sy ae A unit is eligible to —_—_ enemy units at thes a following apply E UNIT SELECT ELIGIBLE = That unit Advanced or Fell Back this tur -Q—— That unit is within Engagement Range of any enemy n @ That unit is an AIRCRAFT unit As within 12” of one or mo far Charge phase, u s Peo aNeET CHARGING WITH A UNIT ——_——_ Once you have selected an eligible unit to declan must select one or more enemy units withi as th MAKE CHARGE ROLL Re ee chargs. The erpets of ch e to the charg You then make a Charge roll for the charging unit b MAKE CHARGE MOVE 2D6. The result is the maximauieaiMimmber of inches each in that unit can be movedal enable the char r REPEAT FOR NEXT ELIGIBLE UNIT CHARGE BONUS Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes. Each time a unit makes a Charge ‘move, until the end of the turn, that unit has thé Fights First ability (pg 32), but do not need to Efficient to move within Engage Begement Range of any unit tha es a Charge Me" Bessful, each model ma Charge ral, and must move into Jemy model if possiblean be movec Charge errain features that ved over terrain rac asif they were not there. A er to climb lly in order to c wed vertical oes rer any terrain features that ar crtical distance up ‘counting the v ee Saat its Charge move. Model: jown BMF Charge move mid-climb - ifitis not Woielscanbe moved freely over terrain ; features” orless in height. fsseamarmove trough terain 5 feurestlorhan 2”, but can climb up an downthem: CHARGING WITH FLYING MODELS model that can FuY‘starts or ends a Charge feature, instead of measuring ed across the battlefield, you ‘ifS path ‘through the air’ In moved over other models as if A model that can Fuy cannot p of another model, MPuimadels¢2n move over other models ‘Wentheymake 2 Charge move. FAMOdels that start or end a Charge move Ssltisin feature measure distance ni ome airwhen they make a ued dectares a charge agains Cems Cet eer ae Cee 7 units when the charge is er er ‘a Charge move within CE AL SOO ct ae Soe eet Veterans on top ofthe ruin. The Tyranids Stes allowing the Tyranid Prime to move with Engagement Range ofits target Note that as the Tyranid Prime can Fu, it CU ae CL ant eee through the airIGHT PHASE warring armies meet heat ls. Blood spurts and fles d-on_ Fangs and claws crunch through h tears as hate-filled foes tear one ifs the battlefield as the age engul te nglike hammers on anvil ‘pone. Blades ri another apart ate selecting ting with the oth steps of the Fight ph Eajgible units from their army, one at atime, st Ba iiose tr isnot taking place, and fighting with them. ore thal a player cannot pass or opt not to fight when they Shave one or more eligible units that could fight — they must ‘The Fight phase is split into two steps. Units that have the ability to Fight First do so, followed by any remaining eligible units. my units —__@—_—_ FIGHTS FIRST {lect one of them to fight Jaboth steps, a unit is eligible to ight if either or both of the following apply ment Range of one or more e this turn, ws Itisvithin fg Kemadea Charge m Nounit can fight more than once in the Fight phase. In each sep ifall of one player’s cligible units that c t during that Units that can step have fought, the opposing f -an thi vith all of Fight First doso theirremaining eligible at can fight during that step, one atime ——-@—_ Once neither player has any eligible units to fight with during REMAINING COMBATS. theeurrent step, you progress to the next ste ll eligible Be foi is every step, the Fight phase ends. The Remaining units that players turn then ends and, unless the battle ends, the next can fight do so players turn begins Note thal alter an enemy unit has fought and finished its Gaeslliion more (pg 35), it might be tha previously Tae unl re now eligible — these units can then be slecied to‘ight during the Remaining Combats step, 1. FIGHTS FIRST Inthi le units with the Figh with the Fights First ability fight ber that this wall include units that made a his turn and that have a Char h hharge bonus (pg 29). speed. lariding their (ee5 car react, IY that are eli gible to fight do so in th leery model in the unithasan enemy mode BFor 2 Pile In to be possible fend these moves within Engagemer more enemy units and in Unit Coherency, feconditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to maki unit, Otherwise, the unit can mak ri a area] ach tin nakes a Pile-in move, it must end that losest enemy model. If it can also nd th ir ase contact with one or mc jel Ving all of the conditions above, it must do « (MAKE MELEE ATTACKS ig player chooses the order in which to mc BSS Bay Fin Move: Up to 3° WE Fvery model that moves must end clos Make attacks enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and & within Engagement Range of at least one enemy unit (or no mod: can Pile In) pe Suk 2. MAKE MELEE ATTACKS fich models can fight, then As will make © attack Bony models in that fEnge of an enemy unit, o fer model from the h an enemy unit, thin Engagement Range of an 0 50 usi Jee weapon 80 using a melee weap ons a model is equipped with are Hasheet, Ifa model has more than one m: Wy use one of t you jem to make a lust now declare which ithas more than one profile to choose =ted weapon has mor e solecte Pathe amodel ites Be sc itsigits, 90 vou must also Jving any of its attacks can only use one of them to make attacks with also declare which profile it will h ea foe r00 {rrodel fights itwill make a number of melee attacks ks (A) characteristic of the melee by the Attacks ( eter jon its UsiNE. hat can fight does so using one of its Each model t molee weapon: jg Each mode! mal characteristic off st akes a number of attacks equal to the Attacks elected weapon, ECT TARGETS ; B pou resolve any melee Bier to select an ener yg model must b ; y anit, or in b tal ig itself in base-to-base contact with that hat is e attacks, you must first select th: y unit as the target of a melee attack, the e either within Engagement Range of e-to-base contact with another model Bippdiee weapon a model is using to fight with can make Hrethan one attack, those attacks can all be made against Feamitargeor they can be split between different targets feiay Fa unithas more than one model, each model can Geis attacks at the same, or different, targets. In either case, fare no eligible targets (because there are no enemy units BEngazement Range, for example) then that unit cannot Giilee attacks this phase, but it can still Consolidate PB sclect targets for all attacks before any are resolved. MB Attacking mode! must either be within Engagement Range BPlan enemy unit to target it, or in base-to-base contact With another model in its unit that is itselfin base-to-base SGontact with that enemy unit. [ACKS follow the same attack sequence as ranged attacks Attacks, pages 21-23), and you make one Hit roll Hack being made. } Fesolve all of the attacks against one target Onto the next, making attacks with more than one melee weapon, Band those weapons have different profiles, then solved an attack with one of those weapons, if Bove With the same profile are also being used to Bezaltst that unit, you must AB ANY other attacks resolve those attacks against the target the attacks you have sei the target units, even if, when you come RO Models in the ( declared targets for are arget unit of that attack N REGS Na DN a i RAN RAR ae a SS KANG Aceished making all of its melee attacks, it a unit Consolidates, you can move it that is not already in base-to-base contac fmodel up to 3" - this is a Consolidation move fation to be possible, a unit must be able to end within Engagement Range of one or more enemy Unit Coherency. If these conditions cannot be met, sodel in that unit can instead make a Consolidation irds the closest objective marker, but only if, afte that unit is within range of that objective marker and ii Unit Coherency, If these conditions also cannot be met, n models in the unit can make Consolidation moves this phase and that unit's fight ends. Ifa unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation moye, it must end that mo to the cloyest enemy model, Ifit can also end that move in base-to-base contact with ene or more enemy models while bove, it must do so. Seder in which to m f but this must result in the ‘and in Unit Coherenc,ee Pee eee [tei emnnrter ert ny Termagants are within Engagement Range ofthe art ey Ce ern eee penitence the oe ~these models therefore do not move. ~ these Termagants will also getto make attacks, The ‘remaining two Termagants are tao distant from the Coe rte Go Riad ott anton have made allof ther attacks, one enemy model has been destroyed. The Termagants now ‘hen they Pled in, each model must move up to 3"in order to end closer tothe closest enemy contactifthey can. Three Termagants are already inbase-to-base contact, and so are us Cee}ene te Pe eka a Pa = -@- = ee Se eT PVR ELE Se Sad SEE eeee Lala Tel 1. HIT ROLL nodel makes an atta one Hit 0 mne D6. Ifthe result of the Hit rc hhan or equal to the attack’s Ballistic Skill (BS) char. he attack is being made with a ranged. weap. aracteristic (if the af attack sequer anmodified Hit roll off ritical Hi jl odif ways fail can never be mod: Hit Roll (Melee Attack): Ait is equal: eds thal tical Hit: Unmodified Hit ro H An unmodified Hit roll of 1 BA Hit roll can never be modi 2. WOUND ROLL mean attack scores ah‘or equal to hat Wounc jeofthe Wound roll is gre Be yn he tal een ad the attack sequenc eS opposite, t fil se te attack (als (rherwise odified eends. Wound roll of 6 is called a Critical Wound and Fee euntrl afl shay iealays sc fale. A Wound volcan et ever be modified by more than Ppbical Wound: Unmodified Wound rol of 6 Aways successful oo a und roll of 1 always fails, 3, ALLOCATE ATTACK Panatack successfully wounds the target unit, the player Getflling thetarget unit allocates that attack to one model in target unit as follows femodelinthe target unit has already lost one or more Seung rhs already had attacks allocated to it this phase deietstemust be allocated to that model. Otherwise, that fekean beallocated to any model in the target unit. Note eittdines not matter if that model is visible to or within, HieeEteazeticnt Range ofthe attacking model MBS inesel inthe target unit has already lost any wounds or fesobet attacks allocated to it this phase, the attack must Bealloeated to that model 4 SAVING THROW SPREE Controlling the ta Lede, ris wi ‘het todes Save in lesaves thar Unit then makes one saving i an armour saving throw using Fe Chatacteristic, but some models have Heused instead (see right), To m then modif ake je result by eristic of the attack, For APOF-l, then 1 is subtrac ed from veces i Beater tha nod in OF equal to the Say the attack. Was allocated to, then th t saving th at saving throw is “ofl, Pe Atari secures ends, Oj Pitas model. oot © characteristic o that saving illers damage (pp 23) ‘ always fail S.A saving thro ethan 41 ey attack’s AP if Ne Model being rolled for that mode} Suffers damage, a sir ss Whether shielded by force fields, eee nad Pere as senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour. eee nee een save listed on their datasheet. Each Poeun dee tory DCR ec een gs ratte ees ea econ characteristic or its invulnerable save, but not both. Ifa model has a coke nee ae can only use one of them - choose SC ace Cece use a model’s Save characteristic), Ceca eartt tee aneees modified by an attack’s Armour brea Ceca tg Sao eee ne out M Invulnerable Save: Never Modified by an attack’s AP W The controlling player can choose to use either a Model's invulnerable save or its Save characteristi5. INFLICT DAMAGE The damage inflicted is equal to the Damage (D) fhe attack. A-model loses one wound for ia itouffers. {fa model's woundsgereds, it royed and removed from pl wounds from an attack and is d Ly ee Ue i ree eae es Aetna Paes cr aahai pot of damage on he target Une basin naa pepe Noa baronet Peer ent Ls pees intr es La Perse SOT Pn te preter LAL peers ana ‘Unlike damage inflicted by normal attacks, excess damage from mortal erereee rc au Can be allocated to another mode! peer een t ‘othe number denoted by ‘x, that: wound i peer er ot sclost Il ty eens youes Pere rae ca feta ape and ee Fach time a mode wouild lose a wound (includin Js), roll one D6 if th freee ere as Feel No Pain eee er ieteny wound, inflict mortal wounds on the target, tha resolve any normal damage inficted eee ter Peete een ‘wounds on that target fan attack inflicts mortal wounds in addition to any normal damage, but the normal ee ee nd ee een ‘wounds as described above, that damage Was saved oa,nee Mer eee ea Sere eed ‘ary wounds or has already had! attacks ere ema eee ey eee eee a a rere eds Dee ae ea ed Corre nen staied above - you will need to roll the dice pero penn Ce ee eed Allocate toa target containing models err ere ere eet Ce een ed Cee ae ace Coe eee eee ey Comet ree Cn ne ae an Cee oe ener en Tne Oa Seen damaged with onbone wound remaining As suc, thezolls should be made one at sine, Pe ees peivonneieeti an peneteeeee tte oer ents Cee eer ere a aed ee ee ner eh enc eerie tes Se ee er ee eee ey Stereo eee anne Peat tanker | Cee eer ers Cet ey ote Sea tee nrnianarhy Cn a ye tctinaihednuctem eine? Lemcaadaooi S alercbunhoceee toca peer aid ee ee Cec enerweapon abilities may ASSAULT Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward. Weapons with {assauur] in their profile are known as ‘Assault weapons. Ifa unit that Advanced this turn contains any models equipped with Assault weapons, itis still eligible to shoot in this tun’s Shooting phase, When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with Can be shat even if the bearer's unit Advanced, RAPID FIRE Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets. Weapons with [Rae Fine x] in their profile are known as Rapid Fire weapons, Each time such a weapon targets a unit within half that weapon's range, the Attacks characteristic of that weapon is increased by the amount denoted by x. Example: A model targets a unit that is within half range ofa weapon with an Attacks characteristic Of Land the (rarioFRe 1} ability. That weapon therefore makes two attacks at she target, and you make two Hit rolls, [FAPIOFIREX]: Increase the Attacks by ‘x’ when ‘targeting units within half range IGNORES COVER Some weapons are designed to root enemy formations out of entrenched positions, Weapons with (leNoREs caver] in their profile are Known as Ignores Cover weapons, Each time an attack is made with such a-w have the Benefit of Coy TWIN-LINKED Dual weapons are often grafted to 0 system for greater lethality, eapon, the target canal 1 against that attack (pg Weapons with [rwin.umeo) in & as Twin linked weapons, Bach t ch time on ali made with such a weapon, you can re attack’ Wound roll ir profile PON ABILITIN PISTOL Pistols can be ded even at point-blank ran, Weapons with [Ptstal] in their profile are known as Pistols. If unit confains any models equipped with Pistols, that unit@iligible to shoot in its controlling player’ St fen while itis Engagement When such resolve atta one of the Range of ithin oF more enemy units, Jected to shoot, it can only s Pistols and can only target ts itis within Engagement cumstances, a Pistol can target if other fri i luipped with one or more Pistols, JONSTER or VEHICLE model, it can either § Pistols or with all of its other ranged ‘weapons, Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets. @ Can be shot even if the bearers unit is within Engagement Range of enemy units, but must target one of those enemy units. @ Cannot be shot alongside any other non-Pistol weapon (except by @ MONSTER or VEHICLE] TORRENT Torrent weapons shoot clouds of fire, gas or other lethal substamees that few foes can hope to evade are known fean attack is made automatically hits Injuries on any foe, m ftheir profile are known Bh time an attack is made Mfical Hit automatically BF in their profile are known as time an attack is made with the bearer made @ Charge mov BP that attack’s Wound rollRECT FIRE st fire weapons arvening obstacle profile are ‘with [INDIRECT Fire] in their profile Pweapons Al Indirect ce | Fe iiten even if the target a Bee ae ks can destroy enemy set, model. These attacl y Sgttacking ™ Be alsin a target unit ov ie to the attacking unit when you selected visi hat target. it are visible to the dels in a target un Tipo m0 a king unit makes an attack ¥ Jin the attacking times mode! indirect Fire weapo q farget using an Indirect P s Beit tha attack’s Hit roll and the target Sate Senet ‘of Cover against that attack (pg 44) i unit is targeted by an imple: An enemy uni f es ‘model equipped with a weapon with the Mubnecrene cil, No models in the target unit Whenttacks made with that weapon, subtract 1 pam that attack’ Hit roll and each time an attack [allocated to. a model in the target unit, it has the Beneht of Cover against that attack. Wi Gantarger and make attacks against units that Sie ot Visible to the attacking unit. MBlifomodels are visible in a target unit when Hisselected, then when making an attack @gainstthat target with an Indirect Fire Weapon, subtract 1 from that attack’s Hit roll Sheth targethas the Benefit of Cover against ‘that attack. Gan pick high-value targets out in a pibtolgh the unerring aims of a sniper EM Aiciracy of a blaite-master’s strike, HRe0sion| in their profile are known feo: Each time an attack made with ecesstully wounds an Attached unit E ER model in that unit is visible Mohave te attacking models player thal attack allocated to thar Bd Of following the normal Bean Attached unit, the attackin a rable the attack allocated Modelin that Unit visible to jaunch munitions over or around les — nowhere is safe from their fury id attacks can be re weapons, an es ible to the en though none may have it select that target, then each ing unit when you sel BLAST es High-explosives can fll Several nariof= a : Blast, but firing them where your comrades WB caught in the ensuing detonation is simply Weapons with [atast] in their Prone e ee Blas weapons, and they make a random pombe attacks. Each time you determine how many atta are made witha Blast weapon. add Lo the res every five models that were in the target unit i. you selected it as the target (rounding down). Bla weapons can never be used to make attacks again unit that is within Engagement Range of one or units from the attacking model’ army (including own unit), Example: If a weapon with the [8.ast] ability an an Attacks characteristic of 2D6 targets a unit th contains 11 models, and the roll to determine hov many attacks are made is @ 9, a total of 11 attack would be made against that unit. Grevisible to the attacking model, so when resolving Add 1 to the Attacks characteristic for every five models in the target unit (rounding down). Can never be used against a target that is within Engagement Range of any units from the attacking model's army (including its own) MELTA ‘Melta weapons are powerful heat rays whose fury is ‘magnified at close range Weapons with {We17Ax] in their profile are known as Melta weapons, Bach time an attack made with such a weapon targets a unit within half that ‘weapon's range, that attack’s Damage characteristic is increased by the amount denoted by ‘x: Fxample: A model targets a unit that is within half Tange of a weapon with a Damage characteristic of D6 and the [wewn2) ability If that attack inflicts damage on the target, it inflicts DO+2 damage, [Metra x}: Increase the Damage by ‘x’ when targeting units within half range HEAVY Heavy weapons are amongst the biggest ‘guns on the battlefield, but require bracing to fire at full effect and Are unwieldy to bring to bear at clase quarters. Weapons with [Weavy] 1 in their profile are known as Heavy weapons, E, ach time an attack is made With such a weapon, ifthe attacking models unit Kemained Stationary this turn, add to that attacks Hit roll CORE RULES | WEAPON ABILITIES(ARDOUS ys powered By uns Frees pose a substantial 71 ie they are used: astable and dangerous energy to the wielder every with tuazanoous] in their profile are known rs Pe rdous weapons. Each time a unit is selected = as Hazard Poshoot orf ; weapons, Sereamcs. on must take one Hazardous Hea foreach Haevardous weapon that was just used Sraling one DS. For each rol of 1, that testis Bia nd one model in that unit equipped with ous weapon is Sing aye. unless that model is a CHARACTER, Monster or VenIcLe, in which case it suffers 3 Sport wounds instead. Note that if you sel SpyamacteR model in an Attached unit, the mortal Wounds suffered must be allocated to that model Dratjeven if there is another model in that unit that Siaslost one or more wounds or has had attacks Hallocated to it this phase. + fight, ifone or more models attack with then after that unit has resolyed estroyed (selected by the teda Beample: A unit of five models make five attacks pith eanged weapons with the (WAzaRDOUS) ability, infer the unit has finished shooting, its controlling Player tolls five Do. One of the results isa 1, and as Wo models sn she unit are CHARACTERS, MONSTERS or WEWICLES, one of those mode ved. Mera unit shoots or fights, roll one Hazardous ‘est (one 06) for each Hazardous weapon 1Ubed, For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, WonsTERs end VEHICLES suffer 3 mortal ‘wounds instead), ions Can inflict strikes of such power that fa mockery of armour and can cleave Sith [DEVastarinc WouNos) in their profile ies Devastating Wounds weapons. Each Ismade with such a weapon, a Critical number of mortal wounds on the alto the Damage characteristic of that Pbeatiack sequence ends, altack made with a Devastating Pon With a Damage characteristic of Hical Wound, Instead of allocating @ making saving throws normally, the 2 mortal wounds Wind inflicts mortal wounds equal to ps Lamage characteristic, instead of damage, SUSTAINED HITS Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity. Weapons with [SUSTAINED HiTS x] in their profile are known as Sustained Hits weapons, Each time an attack is made with such a weapon, ifa Critical Flit i rolled, that attack scores a number of additional hits on the target as denoted by ‘x’ Example: A model makes an attack with a melee weapon with the [SUSTANED Hits 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability) MH [SUSTAINED HiTS x]: Each Critical Hit scores ‘x additional hits on the target. EXTRA ATTACKS Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows. Weapons with [exTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a weapon fights, it can make attack with that weapon in addition to the one it chooses, to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules. @ The bearer can attack with this weapon in addition to any other weapons it can make attacks with. ANTI Certain weapons are the bane of a particular foe. Weapons with [aNT-KEYWORDX)] in their profile are known ay Anti weapons. Bach time an attack is made with such a Weapon against a target with the keyword after the word ‘Anti-; an unmodified Wound roll of ‘x+" scores a Critical Wound, Example: An attack made with an [ANTAVENICLE 4] apon will score a Critical Wound against = and so successfully wound ~ a VENICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTEPSYKER 2+] weapon will score a Critical Wound against ~ and so successfully wound ~ a PSvKER nit on an unmodified Wound roll of 2+ ‘oditied Wound roll of & [ANTL-KEYWORD Xv) An Unt x4" against a target with the matching keyword scores a Critical Wound 5 | WEAPON ABILITIESy to battle altitude descent or ofher hig is ns that allow them to appear extraordinary means tha cuadenly in the thick of the fightin ep, ifevel Declare Battle Formations st his ability, you can set it up n the battlefield. tep of one of your where During the model in a unit has this abil Reserves instead of setting it up Ifyou do, in the Reinforcements s es you can set up this unit any Movement phase sunit anywhe with battlefield that is more than 9" horizontally away from all enemy models. Unit can be set up in Reserves instead of on the battlefield 1m Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. SUEY Scouts form the Jnnotieal by the enemy, they range ahead! of the main force Some units have ‘Scouts 2” listed in their abilit Ifevery model in @ unit has this ability, then at the start of the first battle round, before the fi turn begins, it can make a Normal move of tig x’ as ifit were your Moyement phase ~ a Depicateo TeaxsPorT model such a unit s ttle embarked within (provided only mi this ability are embarked within that DEg TRANSPORT model). A unit that moves y must end that from all enem nove more thay models, If both units that can do this, the player wid first turn moves their units first, Example: A unit has the Scout first batile round, ff can make aN i Normal move wi W Scouts »': Unit can mal 10%" before the frst tug lf embarked ins Denig ‘hat DeDicaten Tray move instead, nintaissance units whe iting for the right moment to sty deployment, if every model in a unit has Ris ability, then when you set it up, it can be set jp anywhere on the battlefield that is more than 9° Forizontally away from the enemy de pyiment zone and all enemy models Mighty heroes fight at the forefront of batt ome CHARACTE Sunits have ‘Leader’ listed on RACTER units are | own as. Bard units, you ca hat Leadei fe unit for the duratior unit. E ch Hing unit has resolved all ofits fPdels in that unit, even ifa Leader Eifferent Toughness characteris Bick sucessfully wounds an Attach BF cannot be allocated toa CHARACTER init, even if that Character model Br more wounds or has already had Bted to it this phase. As soon as th model in an Attached unit has been Smade against that unit that edcan then be alloca unitStrategic Reserves ARRIVING FROM STRATE: You can use to kcep off Until you require them, Note: While all Strategic Reserves units are also te erves units, the reverse is not true, and sof s do not apply to units that are using ott rules that enable them to start the battle in) ‘h units are instead gf described by those other rules, PLACING UNITS INTO STRATEGIC RESERVES Before the battle, when you are instructed to Declare le Formations, you can select one or more units m your army to be placed into Strategic Reserves (excluding FortiFicarions). (eg. Deep Strike). S The combined points value of all the units you wish to place into Strategic Reserves before the battle cluding those embarked within TRANSPORT models that are themselves placed into Strategic Re cannot exce rves) 5% of your total points limit for yoy , as shawn in the table below STRATEGIC RESERVES ath as Strike Force Onslaught Strategic Reserves: Units thal deployed at the start of the} Combined points value cans your army's total © Cannot put Fortiricanio Strategic Reserves, GICRESERVeg PPhits that are placed into Strategie Rey Ealied Strategic Reserve In the battle VS at lat IEMs step of a, Pt during the fry units, and can ar the Reinforce ne Of your Movement phases ex, battle round Any Strategic Reserves units that are not tlefield at the end of the battle oe OUNE as destroye, im Strategie Reserves units can arrive in the Reinforcements step of your Movement fom the second battle round onwards M Those not on the battlefield at the battle count as destroyed, hase, ‘end of the Bitle round, Strategic Rese fobe set up wholly within But no model in thos deployment id battle round, Strat Be arrive must be set up wcll Battlefield Reserves units cannot b Bieontally of any enemy model ipply when setting up Reserves unit Bsciting up Strategic Reserves uni Ie Second battle round, set up wholly of any battlefield edge (notin enemy rent zone). Mthe third battle round onwards, set up Blly within 6” of any battleteld edge. Not be set up within 9" of any Remy models,ou cannot FT You can use the same Stratagem ga battle, but snultiple times dur stratagem mo once in the same phat To use a Stratagem you must pay the CP specified. fm The same Stratagem cannot be used more than once in the same phase. STRATAGEMS KEY EITHER PLAYER'S TURN Sia IE GATTLEACTICSTRATAGEM WHEN: In any phase, just al, aWoune ral, Da mine the number of weapon, foranattack, model ori EFFECT: You re-oll that ol, test din Codexes and other pub M CATEGORIES sm belongs to one of four categories low, There are some rules (especially j imes) that interact with Stratagems of. category PACTIC: These Stratagems bolster @ unit’ effica, Pboosting their attacks or defensive capabilities e fal moment.
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