Quick reference

[Content from Armies Book page 112, inside rear cover and rear cover.]
All the most important tables and lists, in one place.

I haven't added errata to the quick reference sheets yet (Anti-tank targeting, -D6 Morale points for Bunker objective, Vortex Missile hits/shots)

Quick reference sheet 1

Quick reference sheet 2

Quick reference sheet 3

Orders

The sequence of play

  1. 1. Movement phase
    1. Declare flyer missions
    2. Determine initiative
    3. First player movement
    4. Second player movement
  2. 2. Shooting phase
    1. Determine initiative
    2. Shoot with vehicles and infantry
    3. Determine initiative again!
    4. Shoot with war engines
  3. 3. Assault phase
    1. Determine initiative
    2. Resolve the first player's assault moves, close combats and firefights
    3. Resolve the second player's assault moves, close combats and firefights
  4. 4. Rally phase
    1. Roll to remove Blast markers
    2. Roll to rally broken detachments
    3. Repair war engine damage and shields
    4. Check scenario victory conditions

Blast markers

Blast Marker table
FirepowerBlast markers
1–7One, if any hits are scored by the attack
8–15One
16–23Two
24 or moreThree

Firepower table

Terrain effects table

Close combat and firefights

Close Combat Bonuses table
The opposing side has 5 or more Blast markers+1
The opposing side has more Blast markers than your side+1
Your own side has the most psykers fighting or supporting the combat+1
Your own total Assault value is higher than the enemy's+1*
Your own total Assault value is double the enemy's or more+2*
Your own total Assault value is triple the enemy's or more+3*
Your own total Assault value is quadruple the enemy's or more+4*
*These modifiers are not cumulative so only use the best one that applies.
Firefight Bonuses table
The opposing side has 5 or more Blast markers+1
The opposing side has more Blast markers than your side+1
Your own side has the most psykers in the firefight+1
Your own side's Firepower is higher+1*
Your own side's Firepower is double opponent's or more+2*
Your own side's Firepower is triple opponent's or more+3*
Your own side's Firepower is four times opponent's or more+4*
*These modifiers are not cumulative so only use the best one that applies.
Close Combat Results table
Combat DifferenceResultHit Numbers
WinnerLoser
+1Narrow Win4+4+
+2Forced Back3+4+
+3Driven Off3+5+
+4Hurled Back2+5+
+5Overwhelmed2+6+

Super heavy weapons

Super Heavy Weapons Blast Markers table
Super Heavy Weapons FiringBlast Markers
1–3*
4–81
9 or more2

* = 1 Blast marker if you score any hits, otherwise none.

1 or 2 = 1 or 2 Blast markers!

Specialists and special abilities

Objective summary

  • Take & Hold: Adds 1D3 to your Army Morale in each Rally phase.
  • Rescue: Adds +1 to own Army Morale and deducts -1 from enemy's in each Rally phase.
  • Bunker: Deducts -D6 from enemy's Army Morale when destroyed.
  • Capture: Adds +D6 to own Army Morale if captured, or deducts D6 from enemy's morale if destroyed.
  • Cleanse: Adds +1 to own Army Morale if there are no enemy closer and within 15cm in Rally phase.

Reserves table