Skip to content

Special Rules Appendix


Special rules are a set of modifiers to how models operate within the game. The rules presented here are common across most game and will usually only be included in a unit profile by name. Some special rules have a value indicated in their title, such as Heavy Armour (X), where X can be different values for each unit. When a unit has this rule it will be given with a value in place of the X, substitute this value in the text of the special rule.

Unit Special Rules

Rule Details
Agile This vehicle may make an additional 45 degree pivot during either their Move or Advance action.
Flying Models with this rule are not affected by intervening terrain or models when they move, so long as they finish their move in an allowed position. These models ignore any penalties for changing height levels.
Heavy Armour (X) Reduce the piercing value of attacks made against this model by X to a minimum of 0.
Large This model counts as 2 models for calculating how many models a Transport can carry.
Non-Scoring This unit cannot perform the Secure action.
Platform (X) When taking an attack action this model may make attacks with X weapons it is equipped with instead of 1.
Resilient This model may re-roll any failed Defence Rolls.
Rugged This model ignores the penalty for travelling through rough terrain.
Shields While this model has it's full Hit Points it may re-roll failed attempts to Counter Damage.
Skilled This model may re-roll any failed Attack Rolls.
Steady This model ignores the Heavy special rule.
Stealth (X) Attacks against this model from more than X inches away suffer -1 to their attack rolls.
Support Models with this rule do not need to be deployed on the first turn and may instead be held in reserve in subsequent turns. These models must be deployed in the second or third turn.
Transport (X) This model counts as a Transport with a capacity of X, see the section Vehicles and Transports in the Advanced Rules.
Weak Spot (X) Against attacks which originate in the named arc X, this model has -1 to its Counter Rolls.
Vehicle This model counts as a Vehicle, see the section Vehicles and Transports in the Advanced Rules.

Weapon Special Rules

Rules Details
Accurate When making an attack with this weapon your attack roll has a +1 modifier.
Arc (X) Attacks with this weapon can only target models in the named arc (X).
Assault This weapon does not suffer from the Rush Penalty or Close Range Penalty or when making attacks.
Blast (X) If this weapon has at least one successful hit then it also counts as doing X hits to every other model, enemy or friendly, within 2 inches of the center of the original targets base.
Destructive (X) Each failed Defence Roll against this weapon causes X damage instead of 1.
Fixed Attacks with this weapon can only target models that lie directly in the path of this model's forward facing.
Grenade Only 1 model in a unit may use a weapon with this rule per Attack Action. This weapon may not target a model closer than 3 inches.
Heavy A unit must spend an additional Command Point to use this weapon.
Inaccurate When making an attack with this weapon your Skill counts as 6+.
Indirect Attacks with this weapon count an obscured line of sight as clear. This supercedes the Stealth special rule.
One Use This weapon may only be used once per battle.
Rapid Fire (X) This weapon may make X additional attacks at no additional Command Point cost. After each attack you may choose the same model as the target for the next attack or another model within 1 inch of the original.
Rending (X) When an attack with this weapon hits with a roll of 6, it counts as doing X additional hits.
Shred Rolls to Counter Damage have a -1 modifier against weapons with this rule.
Torrent An attack with this weapon hits on any attack roll that is not a 1.
Volatile Any attack roll that rolls a 1 counts as hitting the model that made the attack.
Volley Each attack roll that rolls a 6 allows the attacker to roll an additional attack roll, these additional rolls do not generate additional rolls.