WEAPON REFERENCE TABLE
 ROLL TO KILL OR DESTROY AP COST TO
 Area ofDice Pure- Bulk-Over- Sustain Move and Fire 
WeaponRangeeffect(D6)BlipstrainHybridMarineDoorheadwatchAmmoFireFireForwardBackReload
Storm Bolter UL/12 Target 2 - 6 4 6 6 - Yes UL Yes 1 1 2 -
Heavy Flamer 12 Section 1 2 2 Auto 2 - - No 6 No 2 - - 4
    Self Destruct - Section 1 Auto Auto Auto Auto Auto - - - - 1 - - -
Assault Cannon 
    Burst UL/12 Target 3 - 5 3 5 5 6 Yes 10 Yes 1 1 2 4
    Full Auto UL Fire Arc 3 - 3 Auto 3 3 - No 10* No 2 - - 4
    Malfunction - Section 1 Auto Auto Auto Auto Auto 5 - - - - - - -
Grenade Launcher 8 Section 1 4 4 2 6 5 - No 10 No 1 1 2 -
Thunder Hammer 
    Self Destruct - Section 1 Auto Auto Auto Auto Auto - - - - 1 - - -
Autocannon 
    Range 1-12 12 Target 1 - 3 Auto 4 2 - No UL Yes 1 - - -
    Range 13+ UL Target 1 - 3 Auto 5 3 - No UL Yes 1 - - -
Conversion Beamer UL Target   - 4 5 2 Auto Auto No UL No 2 - - -
Missile Launcher  
    Crack Missile UL Target 1 - 2 Auto 3 Auto 5 No UL No 2 - - -
    Plasma Missile UL Section 1 4 4 2 6 6 - No UL No 2 - - -
Bolter UL/12 Target 1 - 6 4 6 - - Yes UL Yes 1 1 2 -
Bolt Pistol 12 Target 1 - 6 4 6 - - Yes UL Yes 1 1 2 -
Heavy Bolter UL/12 Target 2 - 6 4 6 6 - Yes UL Yes 1 - - -
Lasgun UL/12 Target 1 - 6 4 6 - - Yes UL No 1 1 2 -
LasPistol 12 Target 1 - 6 4 6 - - Yes UL No 1 1 2 -
Las-Cannon UL Target 1 - 2 Auto 2 Auto 2 No UL No 2 - - -
Plasma Gun UL Target 1 - 4 2 3 5 - No Special No 1 1 2 -
Plasma Pistol 12 Target 1 - 5 2 4 5 - Yes Special No 1 1 2 -
Heavy Plasma Gun  
    Rapid UL Target 1 - 4 2 4 4 6 No UL No 1 - - -
    Maximal UL Section 1 2 2 Auto 2 2 4 No Special No 3 - - -
Nemesis Weapon UL Target 2 - 6 4 6 6 - Yes UL Yes 1 1 2 -
    in Close Assault 1 Target 1 - 3 Auto 3 - - - UL No 0 - - -
Range: UL = unlimited range - 2nd number is range for overwatch. Ammo: 10* = remember that full auto uses 5 bursts of ammo. Special: see the Plasma Weapons rules for notes on rate of fire.

ACTION POINTS SUMMARY

ACTION POINTS FOR MOVEMENT AND COMBAT
 Hybrid 
ActionBlipPure-
strain
Heavy
weapon
Other
weapon
Marine
Move forward 1 square 1 1 1 1 1
Move backwards 1 square 1 2 2 2 2
Move sideways 1 square 1 2 2 2 -
Turn 90 - 0* 1 0* 1
Turn 180 - 1 2 1 2
Set overwatch - - 2 2 2
Clear jammed weapon - - 1 1 1
Initiate close assault - 1 1 1 1
Open/close door 1 1 1 1 1
Turn 90: a Stealer or Hybrid making two 90 turns in a row pays 1 AP for a 180 turn.
Heavy Weapons include Heavy flamer, assault cannon, autocannon, conversion beamer, missile launcher, heavy bolter, las-cannon, and heavy plasma gun.
APs for firing: these vay with weapon type and are listed on the Weapon reference table
 APs PER TURNCLOSE ASSAULT
ModelAPsCP BonusDice (D6)Modifier
Marine 4-1-
Sergeant 4-1+1
Captain 4+21+2
Librarian 4-1+1*
Grey Knight 
Marine 4-1+1*
Sergeant 4+21+2*
Genestealer 
Blip 6---
Purestrain 6-3-
Hybrid 4-1-2
Blips: 6 APs whether Hybrid or purestrain Hybrids: 4 Aps whether psyker or non-psyker with or without a weapon Modifiers for psykers: a Librarian or Grey Knight can play a psychic attack card to modify his close assault bonus. Add the number in the bottom left corner to the model's dice roll. The card must be played before the dice are rolled. Pshychic Hybrids can't play cards to get a bonus unless armed with a force weapon.
ACTION POINTS FOR PLAYING PSYCHIC CARDS
 4TH LEVEL3RD LEVEL2ND LEVEL1ST LEVELIs an
ActionActiveInactiveActiveInactiveActiveInactiveActiveInactiveAction
Playing a card from:Free1122334Yes
   the trump suit12233445Yes
   any other suitFreeFreeFreeFreeFreeFreeFreeFreeNo
Playing a force cardFreeFreeFreeFreeFreeFreeFreeFreeNo
Playing an Aura cardFreeFreeFreeFreeFreeFreeFreeFreeNo
Enhancing close assaultFreeFreeFreeFreeFreeFreeFreeFreeNo
Psychic Blast from a 
Nemesis Weapon11223344Yes

SEQUENCE OF PLAY

BEFORE THE GAME STARTS

Trump suit: shuffle and cut the cards to find the trump suit - place the trump suit counter on colour track.

Deal cards: deach each player his normal hand of cards, starting wiht the Marine player.
Marine hand 2 cards plus 1 card per psyker in play.
Stealer hand 4 cards whatever the number of psykers in play

MARINE PLAYERS TURN

Timer phase: remember to add +30 seconds if you've got a psyker - this is because the psychic cards phase is part of the Marine's timed turn.

Command points phase: Draw command point chip whithout revealing its points. Drawn chips are not mixed back again until the last chip is drawn, after that all chips are mixed again.

Psychic Cards Phase: draw 1 card for each psyker in play, up to a macximum of 2 cards above your normal hand. Then discard any cards of your choice to reduce your hand to its normal size.

Marine Action Phase: The Marine player moves.

Sections Effects Endphase: Roll a dice for all Vortices to see if they move - direction of movement is shown on the marker.

Roll for additional damage for any model in a section containing a Hellfire or Vortex marker (unless the section effect was cast during this Marine turn).

Roll to decay any psychic section effect markers of your choice - roll one dice for each, with a 6 meaning it's decayed.

Play force cards to disperse any psychic section effect that you didn't try to decay. The effect marker is removed unless the Stealer player retaliates and begins a force battle to keep it on the board.

STEALER PLAYER'S TURN

Psychic Cards Phase: discard 1 card if you want, then draw as many cards as necessary to return your hand to its normal size.

Stealer Action Phase: The Stealer player moves.

Section Effects Endphase: roll for Vortex movement, additional damage, decay and dispersal as in the Marine player's turn.

Endphase: move the trump suit marker one section to the right along the trump track (or back to the beginning if it's at the end) - this marks the new trump suit until the end of the next Stealer turn.

Psychic attack cards reference table

 Area Of DiceROLL TO KILL OR DESTROYRemains
Psychic CardEffectTargetingRangeUnstoppable(D6)BlipPurestrainHybridMarineDoor*Bulkheadon Section
 AuraSelf - - Yes--------
PsionicControlModel Free 12No --------
PsionicMiasmaSection LOS 12No -------Yes
PsionicScanSection Free 12Yes-------No
PsionicSmiteSection LOS 12No -AutoAutoAutoAuto--No
PowerAssailModel Blind12No --------
PowerHellfireSection LOS 12No 122Auto3--Yes
PowerLighting ArcModel* Blind12No 1-3244--
PowerVortexSection LOS 8No -AutoAutoAutoAutoAutoAutoYes*
KinesisBlastFeature LOS ULYes-(Auto)(Auto)(Auto)(Auto)AutoAuto-
KinesisJinxSection Blind12No -------Yes
KinesisSwitchDoor Free 12Yes--------
KinesisTeleportSelf Free 8Yes--------
TemporalBurst of SpeedSelf - -Yes--------
TemporalPrescienceSelf - -Yes--------
TemporalStasisSection LOS 8No -------Yes
TemporalWarp TimeSection LOS 12No -------Yes
  Door: open doors have slid back into their cavities within the walls of the space hulk and are never destroyed. Lighting Arc: Model* = the Lighting Arc delivers 6 hits on up to 6 different models - roll 1 dice for each hit. Vortex: Yes* = the Vortex marker stays on the board but may move - roll in the section effects endphase of each turn. Blast:(Auto) = the Blasted feature kills automatically - the Blast itself cannot affect a model.  

Psychic Combat Summary

(personal note: could all references to open doors below really mean closed doors? check the rulebook)

Psionic - Yellow (Skull with eye on fronthead): Control, Miasma, Scan and Smite

Power - Red (crossed lighing bolts): Blast, Jinx, Switch and Teleport

Kinesis - Green (Triple Sickles): Assail, Hellfire, Lighting Arc and Vortex

Temporal - Blue (Scythe): Burst of speed, Prescience, Stasis and Warp Time

Unstoppable (Card marked with skull): Force cards can't dispel an attack from this card.

Close assault bonus (Number indicated on card): Add bonus (+1 to +6) to close assault roll.

Areas of Effect

Self: only affects casting psyker.

Model: affects a single model. Blips are converted if hit - converted Hybrids can immediately play psychic cards in defence.

Door: (Switch) - only affects doors.

Feature: (Blast) - affects features such as open doors and crates. Blast has no effect on models, but they can be damaged by the Blasted feature.

Section: affects all models, blips and features in a single section. Blips are not converted so Hybrid psykers can't play psychic cards in defence. If the attack remains on the section, place correct psyckic effect marker. Sections can't be targeted if only visible square on section contains an open door.

Force Cards

Cards with a force icon in the bottom right corner can be used to dispel psychic attacks. They can only be played by the psyker who is the target of the attack (whether model or section). A card is only effective against cards of the same suit as shown by its force icon (ie the force icon matches the symbol in the top left corner of the attacking card). A force card automatically dispels an attack.

If the other player also has a card with the same force icon, he can use it to reinforce his attack - the original card now takes effect. Both players can continue to play cards to dispel and reinforce attacks until one runs out of cards with the correct force icon. If the defender played the last card, the attack is dispelled; if the caster played the last card, the attack has full effect.

Dispersing Section Effects

If a psyker has LOS to a section containing an effect marker, he can try to disperse it during the section effect endphase. To do this, he plays a card with a force icon matching the symbol and suit of the original attack card. The other player can try to stop him by playing reinforcing cards as with normal force battles - to do so, he only needs a psyker in play, not necessarily with LOS to the section.

Aura Cards

An Aura nullifies one kill from a psychic or non-psychic attack - it must be played immediately after the kill. It doesn't stop any other effects of the attack (ie other models in a section are affected normally). Auras act as force cards against cards of their own suit (ie force icon and suit symbol are the same).

Psychic attack targeting summaryYES = can target in this situation - NO = cannot target in this situation
 FireCAN TARGET OVERCAN TARGET THROUGHCan TargetCAN TARGET IF PSYCHIC SECTION EFFECTCAN TARGET IF FLAMER
TargetingArcModelCrateRubbleDoorBulkheadRound CornersBlocks LOSDoesn't block LOSIs a MiasmaBlocks LOSDoesn't block LOS
LOS180°NoNoYesNoNoNoNoYesNoNoYes
Blind360°YesYesYesNoNoYesNo(Yes)NoYesYes
Free360°YesYesYesYesYesYesYesYesNoYesYes
Psychic Section Effects
These columns list whether an attack can target into or through a section containing a psychic section effect marker.
LOS not blocked includes the edge squares of sections which normally block LOS (except Vortex and Stasis which block LOS to all squares in the section).
(Yes) = blind fire attacks can only target the edge squares of sections which normally block LOS if the caster has direct LOS to the square - if it's round a corner, behind him, hidden by another model, etc he can't target into or even the edge squares of a LOS-blocking section.
Miasma: no psychic attack can be targeted into, through or from a section that is within a Miasma field - a miasma is the only thing that blocks targeting by free fire psychic attacks.
Flamer Hits
As well as flamer markers, this covers other mon-psychic section effects such as blind grenades. The columns indicate whether an attack can be targeted into or through a section containing a normal section effect marker. As with psychic section effects, LOS not blocked includes the edge squares of sections which contain effects that normally block LOS.
Psychic section effects summaryYES = section effect that block - NO = section effect that doesn't block
 BLOCKS LOSBLOCKS MOVEMENTBLOCKS SHOOTINGBlocksBlocksBLOCKS PSYCHIC ATTACKS
Psychic cardSuitThrough sectionTo Edge of SectionFrom SectionInto SectionFrom SectionInto SectionClose AssaultFlamer HitsFrom SectionSection Effects Other EffectsBlind FireFree Fire
MiasmaPsionicYesNoNoNoNoYesNoNoYesYesYesYesYes
HellfirePowerYesNoNoYesYesYesNoNoNoYesLOSYesNo
VortexPowerYesYesNoYesYesYesYesYesNoYesLOSYesNo
JinxKinesisNoNoNoNoYesNoNoNoNoYesNoYesNo
StasisTemporalYesYesYesYesYesYesYesYesYesYesYesYesNo
Warp TimeTemporalNoNoNo*No*No*NoNoNoNo*YesNoYesNo
LOS through section:this includes both LOS psychic attacks and normal LOS shooting.
LOS to edge of section:includes LOS from squares on the edge of the section, to squares on the edge of the section and to adjacent squares within the section.
Movement from section:refers to models that were in the section when it was originally attacked moving off the section.
Movement into section:refers to movement into the affected section by models that weren't in the section when it was originally attacked or that have since moved off.
Shooting from section:if Yes, models can still shoot from the edge squares of the section if this is allowed by the normal LOS rules (see 2nd column) - Jinx makes all shooting from the section impossible as weapons fail to operate.
Shooting through section:if Yes, (ie shooting is blocked), models can still shoot into the edge squares of the section within the normal LOS rules (see 2nd column).
Close Assault:Vortex blocks close assault because there's no LOS even to adjacent squares within the section; Stasis blocks close combat assault because all models within the section are frozen in time.
Flamer Hits:includes other section effect weapons such as grenades, plasma missiles etc and so forth.
Psychic attacks from section:includes any and all psychic powers, such as making psychic attacks, playing force cards or Aura cards, using cards for close assault bonuses, etc.
Psychic section effects: these can never be cast into a section already containing a section effect. A Vortex can't be randomly moved onto a section containing a psychic effect - it remains in place.
Other Psychic effects: YES means no effects can be cast into the section; LOS means the normal LOS rules apply (see 1st and 2nd columns).
Blind Fire: all section effects block blind fire attacks tracing a route through that section - this includes targeting a model on the edge of section, unless the caster has direct LOS to the model anyway (ie that square is within the caster's 180° psychic fire arc).
Free Fire:free targeted attacks can trace a route through a section with an psycgic effect marker. The only exception is a Miasma which blocks all psychic effects passing into, through or from the affected section.
No* = all actions cost double APs within a Warp Time section, including movement, firing, operating doors, casting psychic attacks, initiating close assault and so forth.