
In the grim darkness of the far future
Build a force from authentic datacards, set it against another, and let the 11th edition attack sequence decide the outcome — one die at a time.
Begin deploymentRules engine
Every attack follows the correct 11th edition sequence: hit, then wound, then save, then damage — with Objective Control and Battle-shock shaping the battlefield.
Hit rolls, wound rolls and saving throws resolved per the 11th edition core rules. Critical hits, lethal hits and hazardous rolls trigger exactly when they should.
Attack sequence rules →Devastating Wounds, Lethal Hits, Sustained Hits, Rapid Fire, Twin-Linked, Torrent, Blast, Melta and Hazardous all resolve in the attack sequence.
Weapon ability rules →Armour saves modified by AP, unmodifiable invulnerable saves, and Feel No Pain rolls for the truly resilient — now compared against both saves in 11th edition.
Saving throw rules →Every round's Command, Movement, Shooting, Charge and Fight phase, weapon by weapon, so you can see precisely where the battle turned.
Battle round rules →Core rules
Gain 1 CP; resolve Battle-shock tests; use Command abilities
Command phase rulesMove, Advance, Remain Stationary, Fall Back and bring in reserves
Movement phase rulesRanged attacks; eligible units within Engagement Range can shoot back
Shooting phase rulesDeclare chargers, resolve Overwatch, then roll 2D6
Charge phase rulesFight First units, then normal combats, then Fight Last units
Fight phase rulesArmy selection
Each faction carries its own detachment rule, roster and real 11th edition profiles.
Versatile all-rounders with excellent 3+ saves, reliable Ballistic Skill, and powerful Support Doctrines.
29 datacards →
Aggressive assault force combining shooting and ferocious melee. Dark Pacts grant bonus attacks at the cost of potential self-harm.
21 datacards →
Overwhelming melee horde. Compensate terrible Ballistic Skill with sheer model count and brutal choppa attacks.
18 datacards →
Synapse-driven adaptive swarm. Feel No Pain on Monsters and powerful close-combat bio-weapons.
19 datacards →
Resilient, methodical force. Reanimation Protocols bring slain warriors back. Gauss weapons trigger Lethal Hits on 6s.
18 datacards →
Elite glass cannon. Strands of Fate lets you pre-roll dice at the start of battle to manipulate outcomes.
19 datacards →
Standoff shooting army. Battlesuits with 5++ invulnerable are fast and versatile. Weak in melee.
18 datacards →
Attrition and artillery. Infantry hold ground cheaply while tanks and Basilisks dominate the battlefield.
20 datacards →
Precision shooting with advanced weaponry. Doctrina Imperative abilities cycle each round for unique tactical bonuses.
18 datacards →
Slow but virtually unkillable. Disgustingly Resilient (5+++ FNP) on all core units. Contagion rules degrade enemy Toughness.
13 datacards →
Elite psyker army. 4++ invulnerable on core infantry. Psychic Devastating Wounds. Cult of Magic stratagems cycle each round.
11 datacards →
Pure melee aggression. Every unit Fights First. Blood Tithe earns points from kills.
11 datacards →
Speed, poison and pain. Fastest infantry in the game. Lethal Hits on all Splinter weapons. Power from Pain grows stronger.
15 datacards →
Ambush and guerrilla tactics. Cult Ambush lets you redeploy units anywhere each round.
14 datacards →
Elite psyker army. Every model has a 4++ invulnerable save and psychic weapons with Devastating Wounds. Small but incredibly powerful per-model.
11 datacards →
Faith-driven attrition. Acts of Faith refresh each round granting free saves, attacks, or movements. Miracle dice redirect critical rolls.
18 datacards →
Elite ultra-expensive force. Fewest models of any army but each has T6, 2+ save, 4++ invulnerable and BS/WS2+.
12 datacards →
Grudge-bearing precision army. Judgment tokens accumulate on targeted enemies — each token grants re-rolls for attacks against that target.
12 datacards →