Quick reference

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

For printable quick reference sheets in PDF form, see Downloads.

Order dice summaries

March: May triple speed, no shooting, opponent uses Marching column on the Firepower table. Marching units halve their Assault and Firepower values.

Assault: May move normally in the movement phase. Fire at half effect in the shooting phase. Must move again in assault phase towards the enemy (and can enter close combat).

Overwatch: May move up to 5cm. May re-roll misses once when shooting.

Broken: Become broken when loses close combat or firefight. Can only make 20cm Retreat move. Cannot shoot. Broken units must halve their Firepower and Assault values.

Special: Used to indicate orders such as Flak and Preparatory bombardment.

Immobilised: Used to indicate immobilised war engines. Opponent uses appropriate column on Firepower table.

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

Terrain effects

Terrain effects table
Terrain Infantry Armour Bonus Infantry Vehicle War Engine
Fortifications +2 No Effect Impassable Impassable
Buildings +1 No Effect Impassable Impassable
Ruins, Rubble +1 No Effect Dangerous Dangerous
Woods +1 No Effect Dangerous Dangerous
Marsh, Swamp 0 Dangerous Dangerous Dangerous
River 0 Dangerous Impassable Dangerous
Roads 0 See Roads
Open Ground 0 No effect No effect No effect

Dangerous: Roll a D6 when you enter, or when you start to move if already in the terrain. On a roll of 1 the unit must immediately halt. If the unit is halted, roll the D6 again. The unit takes a hit if the second roll is also a "1". Hits can't cause criticals on war engines.

  • Impassable: May not enter.
  • No effect: No effect!

Specialists and special abilities

See Specialists and special abilities and Vehicle variants.

Firepower

Firepower table
  Target      
Marching Vehicle or Infantry - -
In Open Mobile War Engine* Vehicle or Infantry -
In Cover Immobilised War Engine Mobile War Engine Vehicle or Infantry

F
i
r
e
p
o
w
e
r

1 1 1 1
2 2 1 1
3 2 2 1
4 3 2 2
5 4 3 2
6 5 3 3
7 5 4 3
8 6 4 3
9 7 5 4
10 8 5 4
11 8 6 4
12 9 6 5
13 10 7 5
14 11 7 5
15 11 8 6
16 12 8 6
17 13 9 7
18 14 9 7
19 14 10 7
20 15 10 8

Blast markers

Blast Marker table
Firepower Blast markers
1–7 One, if any hits are scored by the attack
8–15 One
16–23 Two
24 or more Three
Super Heavy Weapons Blast Markers table
Super Heavy Weapons Firing Blast Markers
1–3 *
4–8 1
9 or more 2
* = 1 Blast marker if you score any hits, otherwise none.

Super heavy weapons

See Super heavy weapons.

Close combat and firefights

Close Combat/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 fighting or supporting the combat/in the firefight +1
Your own total Assault/Firefight value is higher than the enemy's +1*
Your own total Assault/Firefight value is double the enemy's or more +2*
Your own total Assault/Firefight value is triple the enemy's or more +3*
Your own total Assault/Firefight value is quadruple the enemy's or more +4*
*These modifiers are not cumulative so only use the best one that applies.
Close Combat Results table
Combat Difference Result Hit Numbers
Winner Loser
+1 Narrow Win 4+ 4+
+2 Forced Back 3+ 4+
+3 Driven Off 3+ 5+
+4 Hurled Back 2+ 5+
+5 Overwhelmed 2+ 6+

Objectives 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

Reserve Detachment Arrival table
Detachment Speed Turn number
1 2 3 4 5 6
Up to 30cm - 4+ 4+ 3+ 3+ 2+
Over 30cm - 3+ 3+ 2+ 2+ 2+
Flyers - 3+ 2+ 2+ 2+ 2+

Scenarios and set-up

See Picking a scenario, Scenario special rules, Fate cards, The scenarios and More scenarios