02.01Datasheet Name
Here you will find the name of the unit.
How to read a datasheet: profiles, abilities, weapons, keywords, composition and wargear.
Here you will find the name of the unit.
These contain the following characteristics that tell you how mighty the models in the unit are: Move (M): The speed at which a model traverses the battlefield. If a model has an M characteristic of ‘-’, it can be set up on the battlefield but otherwise cannot be moved. Toughness (T): The model’s resilience against harm. Save (Sv): Presented as a dice result (e.g. 4+), this indicates the protection a model’s armour gives it. Invulnerable Save (InSv): Presented as a dice result (e.g. 4+). Some models are protected by esoteric means in addition to physical armour, such as force fields or preternatural reflexes. Not all models have an InSv characteristic, but if they do, it will be listed here. Wounds (W): Wounds represent how much damage a model can sustain before it is destroyed. If a model’s wounds are reduced to 0 or fewer, that model is destroyed. Leadership (Ld): Presented as a dice result (e.g. 7+), this reveals how courageous, determined or self‑controlled a model is. Objective Control (OC): How effectively a model can control an objective on the battlefield. If a model has an OC characteristic of ‘-’ it is unable to 02 control objectives at all. it functions in battle. Here you will our army and playing games.
Many units have abilities that may apply during the game. These will be described here.
Weapons have the following characteristics: Range (R): How far ranged weapons can shoot. Weapons with an R characteristic of ‘Melee’ are melee weapons. Attacks (A): How many attack dice are used each time that weapon is used. Ballistic Skill (BS): Presented as a dice result (e.g. 4+), this shows how accurate the bearer is when shooting with the relevant ranged weapon. Weapon Skill (WS): Presented as a dice result (e.g. 4+), this reflects the bearer’s skill in wielding the relevant melee weapon. Strength (S): The higher a weapon’s S characteristic, the more likely it is to wound a foe. Armour Penetration (AP): Presented as a modifier to a dice roll (e.g. -1). The larg the modifier, the better the weapon is at cutting through the target’s defences. Damage (D): The amount of damage inflicted by an attack.
Datasheets have a list 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 are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD. Some rules are linked to one or more keywords. For example, a rule might say that it applies to INFANTRY units. This means it only applies to units that have the INFANTRY keyword. Singular and plural instances of the same keyword function in the same way. 6.
This section details the number and types of models in the unit. Each of those models will have one set of default wargear, which will be listed here. It may also list other rules, such as which units a leader unit can join or which units can embark within a TRANSPORT.
Some datasheets have a list of wargear options. When you include such a unit in your army, you can use these options to alter the weapons and other wargear its models have. BOY Z M T SV W LD 6" 5 5+ 1 7+ 6" 5 5+ 2 7+ RANGED WEAPONS Kustom shoota [RAPID FIRE 2] Kombi‑rokkit Kombi‑shoota Shoota [RAPID FIRE 1] Slugga [CLOSE‑QUARTERS] MELEE WEAPONS Big choppa Choppa WARGE AR OPTIONS 7 ▪ The Boss Nob can have its 1 kustom shoota KEYWORDS: INFANTRY; BATTLELINE; MOB; EXPLOSIVES; BOYZ 2 BOSS RANGE 18" 24" 24" 18" 12" RANGE Melee Melee replaced with 1 kom BOYZ NOB bi‑sho A BS 4 5+ 1 5+ 3+ 4 ota and 1 S AP 4 0 10 ‑2 4 0 4 0 4 0 kombi‑rokkit. c mobs led by hulking ate but enthusiastic efore hurling, where their sheer help them make short Command phase, if bjective is secured by 1 kustom shoota; 1 shoota; 1 choppa MOVING During a battle, you will move your models by picking them up and changing their position on the battlefield. The principles of movement are explained here.