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10th Edition Cheat Sheet - Revision 5.1

The document outlines the phases and steps of a battle round in a tabletop wargame, including the Command, Movement, Shooting, Charge, Fight, and Battleshock phases. It also provides descriptions of various weapon abilities and rules for battleshock tests and hazardous weapons.

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destromatj
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0% found this document useful (0 votes)
610 views

10th Edition Cheat Sheet - Revision 5.1

The document outlines the phases and steps of a battle round in a tabletop wargame, including the Command, Movement, Shooting, Charge, Fight, and Battleshock phases. It also provides descriptions of various weapon abilities and rules for battleshock tests and hazardous weapons.

Uploaded by

destromatj
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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COMMAND Both players gain 1CP

Resolve any relevant rules


1. COMMAND
2. BATTLE-SHOCK If unit below half-strength:
• Battle-shock test: Pass if
2D6 ≥ Ld. If fail, unit battle-
shocked. See next page.

MOVEMENT
Move: Up to M
1. MOVE UNITS
Advance: M + D6, cannot shoot or charge
2. REINFORCEMENTS
Fall Back: Up to M, cannot shoot or charge. If model
moves over enemy models → Desperate Escape test

Measure horizontal distance. See rules for full details.


Counts as having made a normal move.
SHOOTING
1. SELECT UNIT 1. Hit Roll: Hit if D6 ≥ BS.
2. SELECT TARGET(S) Unmodified 6 always succeeds, 1 always fails
3. MAKE ATTACKS 2. Wound Roll: Roll D6, see Wound Roll table.
4. REPEAT Unmodified 6 always succeeds, 1 always fails
3. Allocate Attack: Opponent allocates
4. Saving Throw: Opponent rolls: Save if D6 - |AP| ≥ Sv
5. Inflict Damage: Weapon D
CHARGE
Pass if 2D6 ≥ distance to
1. SELECT UNIT target’s Engagement Range
2. SELECT TARGET(S) Attacker S
3. MAKE CHARGE ROLL • Gain temporary Fights First vs. Pass if
4. MAKE CHARGE MOVE ability until the end of turn Target T D6 ≥
5. REPEAT • Must move base-to-base S ≥ 2×T 2
with enemy if possible.
S>T 3
S=T 4
FIGHT
Move up to 3”. Must move T>S 5
1. SELECT UNIT base-to-base with enemy if T ≥ 2×S 6
2. PILE IN possible. See full rules for
3. SELECT WEAPON specifics.
4. SELECT TARGETS
5. MAKE ATTACKS
6. CONSOLIDATE 1. Hit Roll: Hit if D6 ≥ WS
7. REPEAT Unmodified 6 always succeeds, 1 always fails
2. Wound Roll: Roll D6, see Wound Roll table.
Unmodified 6 always succeeds, 1 always fails
Fight order (in two steps):
3. Allocate Attack: Opponent allocates
1. Units with Fights First ability only
4. Saving Throw: Opponent rolls: Save if D6 - |AP| ≥ Sv
2. Remaining units
5. Inflict Damage: Weapon D
Both players fight in turns, with opponent
starting in each step if possible
Made by oki_paints (hereticusmaximus)
WEAPON ABILITIES: Battle-shocked:
• Anti-KEYWORD ‘x+’: Unmodified Wound Roll of • OC = 0
‘x+’ against KEYWORD gives Critical Wound • Fall Back → Desperate Escape test for
• Assault: Can shoot even if Advanced every model
• Blast: Add 1 to A for every five models in the • Cannot be affected by friendly Stratagems
target unit. Cannot attack if friendly units • Lasts until your next Command Phase
withing Engagement Range of the target
• Devastating Wounds: No saving throws can be
made against Critical Wounds (unmodified 6) Desperate Escape test:
• Extra Attacks: Can attack with this weapon in 1. Roll D6 for each model making the
addition to any other weapon(s) Desperate Escape. On 1-2, one model is
• Hazardous: After attack, make Hazardous test destroyed (selected by you).
(see right panel)
• Heavy: Add 1 to Hit Roll if bearer Remained Hazardous test:
Stationary 1. Roll D6, if 1, destroy one model with
• Ignores Cover: Target cannot have Benefit of Hazardous weapon.
Cover • If Character, Monster or Vehicle,
• Indirect Fire: Can target units not visible to the suffer 3 mortal Wounds instead
attacker. If target not visible, -1 to Hit Roll and
the Benefit of Cover against the attack
• Lance: If bearer made a Charge move, add 1 to
Wound Roll
• Lethal Hits: Critical Hit automatically Wounds Quick reference:
• Melta ‘x’: Increase D by ‘x’ when target withing • Benefit of Cover: Add 1 to armour saving
half range throws (ranged attacks only).
• Pistol: Can shoot even when within Engagement • Not cumulative. Does not apply
Range. for models with Sv 3+ or better,
• Precision: Attacker can allocate attack to a when attack’s AP = 0
Character model in an Attached unit. • Stealth: -1 to Hit Roll against this unit
• Rapid Fire ‘x’: Increase A by ‘x’ when Target unit (ranged attacks only)
within half range • Big Guns Never Tire: Vehicles and
• Sustained Hits ‘x’: Each Critical Hit (unmodified Monsters can shoot, and be shot at,
6) gives ‘x’ additional hits when in melee. Ranged attacks by or
• Torrent: Hits automatically against such units suffer -1 to Hit Roll
• Twin-Linked: Can re-roll Wound Roll (unless Pistol).

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