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2022 - Horus Heresy.gst
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2022 - Horus Heresy.gst
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<gameSystem id="28d4-bd2e-4858-ece6" name="(HH V2) Horus Heresy (2022)" revision="8" battleScribeVersion="2.03" xmlns="http://www.battlescribe.net/schema/gameSystemSchema">
<publications>
<publication id="e77a-823a-da94-16b9" name="Warhammer: The Horus Heresy - Age of Darkness Rulebook" shortName="Main Rules" publicationDate="June 18th, 2022"/>
<publication id="817a-6288-e016-7469" name="Liber Astartes – Loyalist Legiones Astartes Army Book" publicationDate="June 18th, 2022"/>
<publication id="09c5-eeae-f398-b653" name="Liber Hereticus – Traitor Legiones Astartes Army Book" publicationDate="June 18th, 2022"/>
<publication id="a716-c1c4-7b26-8424" name="Both Astartes Army Books" publicationDate="June 18th, 2022"/>
<publication id="d0df-7166-5cd3-89fd" name="Legacies of The Age of Darkness"/>
<publication id="09b3-d525-cdea-260c" name="Exemplary Battles of Age of Darkness"/>
<publication id="d13e-e1ff-5dc7-b84b" name="Exemplary Battles - The Scouring of Gildens Star"/>
</publications>
<costTypes>
<costType id="d2ee-04cb-5f8a-2642" name="Pts" defaultCostLimit="-1.0" hidden="false"/>
</costTypes>
<profileTypes>
<profileType id="4bb2-cb95-e6c8-5a21" name="Unit">
<characteristicTypes>
<characteristicType id="ddd7-6f5c-a939-b69e" name="Unit Type"/>
<characteristicType id="893e-2d76-8f04-44e5" name="Move"/>
<characteristicType id="cc42-7ed5-7092-5c84" name="WS"/>
<characteristicType id="74ae-c840-0036-d244" name="BS"/>
<characteristicType id="e478-41d4-a092-48a8" name="S"/>
<characteristicType id="c32b-5fdd-3fbe-9b1f" name="T"/>
<characteristicType id="57ee-1126-32a9-5672" name="W"/>
<characteristicType id="62d3-22d7-2d49-52dc" name="I"/>
<characteristicType id="f111-2ce5-dd12-d6b0" name="A"/>
<characteristicType id="e8a6-1da9-d384-8727" name="Ld"/>
<characteristicType id="e593-6b3c-f169-04f0" name="Save"/>
</characteristicTypes>
</profileType>
<profileType id="1a1a-e592-2849-a5c0" name="Weapon">
<characteristicTypes>
<characteristicType id="95ba-cda7-b831-6066" name="Range"/>
<characteristicType id="24d9-b8e1-a355-2458" name="Strength"/>
<characteristicType id="f7a6-e0d8-7973-cd8d" name="AP"/>
<characteristicType id="2f86-c8b4-b3b4-3ff9" name="Type"/>
</characteristicTypes>
</profileType>
<profileType id="2a1f-7837-f0ef-be44" name="Wargear Item">
<characteristicTypes>
<characteristicType id="347e-ee4a-764f-6be3" name="Description"/>
</characteristicTypes>
</profileType>
<profileType id="2fae-b053-3f78-e7b2" name="Vehicle">
<characteristicTypes>
<characteristicType id="e555-4aed-dfcc-c0b4" name="Unit Type"/>
<characteristicType id="3614-4a2d-bffb-90e4" name="Move"/>
<characteristicType id="51fb-b7d9-aa59-863d" name="BS"/>
<characteristicType id="0ef8-a648-01d0-08ee" name="Front"/>
<characteristicType id="f150-c0dc-c192-9cb3" name="Side"/>
<characteristicType id="8d4e-2aea-fffc-d556" name="Rear"/>
<characteristicType id="a76c-83b1-602f-9e62" name="HP"/>
<characteristicType id="0c90-79e2-f768-e547" name="Transport Capacity"/>
<characteristicType id="e217-1b1e-9494-3e3e" name="Access Points"/>
</characteristicTypes>
</profileType>
<profileType id="cede-0217-1b10-2a34" name="Psychic Weapon">
<characteristicTypes>
<characteristicType id="62ec-fbf5-5252-0d17" name="Range"/>
<characteristicType id="17ff-12e7-77d3-2fbe" name="Strength"/>
<characteristicType id="f431-a7b9-d9d0-36c9" name="AP"/>
<characteristicType id="2159-62b6-4337-d516" name="Type"/>
</characteristicTypes>
</profileType>
<profileType id="5405-b3c6-e8d0-4e77" name="Psychic Power">
<characteristicTypes>
<characteristicType id="4c0f-7e2f-586c-9305" name="Description"/>
</characteristicTypes>
</profileType>
<profileType id="eeec-bde3-8ee4-35b0" name="Fortification">
<characteristicTypes>
<characteristicType id="61e0-0fff-1638-759c" name="Unit Type"/>
<characteristicType id="728e-b496-e2b2-ca81" name="BS"/>
<characteristicType id="d8de-057f-70b2-4a08" name="Front"/>
<characteristicType id="bf04-0a1d-3347-3320" name="Side"/>
<characteristicType id="5915-639f-15d6-230e" name="Rear"/>
<characteristicType id="3ec4-e581-338c-dfb1" name="HP"/>
<characteristicType id="6faf-828d-4a08-151d" name="Transport Capacity"/>
<characteristicType id="9d06-02d5-cc06-9698" name="Fire Points"/>
</characteristicTypes>
</profileType>
<profileType id="7dee-5dcd-b6c5-0dd6" name="Warlord Trait">
<characteristicTypes>
<characteristicType id="d76d-c91f-12f1-ce9a" name="Text"/>
</characteristicTypes>
</profileType>
</profileTypes>
<categoryEntries>
<categoryEntry id="4f85-eb33-30c9-8f51" name="HQ:" hidden="false"/>
<categoryEntry id="7aee-565f-b0ae-294e" name="Elites:" hidden="false"/>
<categoryEntry id="9b5d-fac7-799b-d7e7" name="Troops:" hidden="false"/>
<categoryEntry id="20ef-cd01-a8da-376e" name="Fast Attack:" hidden="false"/>
<categoryEntry id="7031-469a-1aeb-eab0" name="Heavy Support:" hidden="false"/>
<categoryEntry id="a24f-12d8-36c1-f477" name="Fortification:" hidden="false">
<rules>
<rule id="e565-4ba5-114c-cf22" name="Building Damage Table" publicationId="e77a-823a-da94-16b9" page="226" hidden="false">
<description>1-3) Building Shaken: The Building and any Embarked units or units on the Building's battlemtsn can only fire Snap Shots until the end of the next turn.
4) Structural Tremor: The Building and any Embarked units or units on the Building's battlements can only fire Snap Shots unitil the end of its next turn. If the Building is occupied, the occupying unit suffers an additional D6 Strength 6 AP- Hits with the Ignores Cover special rule.
5) Weapon Destroyed: One of the Building's weapons (chosen by the controlling player) is destroyed - including any combi- or built-in weapons. This can include Building upgrades that are weapons, such as Pintle Mounted weapons and missiles. Do not count single shot weapons that have already been used to attack. If a Building has no weapons left, treat this result as a Catastrophic Breach result instead.
6) Catastrophic Breach: The Building and any Embarked units or units on the Building's battlements may not make Shooting Attacks until the end of its next turn. No units may Embark or Disembark from the Building until the end of the controlling player's next turn. If the Building is occupied, the ocuping unit suffers an additional 2D6 Strength 6 AP- Hits with the Ignores Cover special rule.
7+) Tatal Collapse: The Building is destroyed. All weapons and upgrades on the Building are destroyed. Each unit on the battlements suffer 2D6 Strength 6 AP- Hits with the Ignores Cover special rule and must then immediately make a 6" move in order to move off the battlements are removed as casualties. If the Building is occupied , the occupying unit suffers 4D6 Strength 6 AP- Hits with the Ignores Cover special rule and must then immediately Disembark from the Building , performing an Emergency Disembarkation if necessary (survivors cannot Disembark to the battlements). Any model that cannot Disembark are removed as casualties. Assuming they were not destroyed, units that were on the battlements and those who have Disembarked must then take a Pinning test. The Building is then removed and replaced with an area of Ruins or a Crater roughly the same size if possible.</description>
</rule>
</rules>
</categoryEntry>
<categoryEntry id="ad5f-31db-8bc7-5c46" name="Primarch:" hidden="false">
<rules>
<rule id="a895-3e13-98e4-b67c" name="Primarch Unit-type" publicationId="e77a-823a-da94-16b9" page="196" hidden="false">
<description>• All Primarchs have the following special rules: Independent Character, Eternal Warrior, Fearless, It Will Not Die (5+), Bulky (4), and Relentless. In addition, all models with the Primarch unit type always count as Character models.
• Primarchs are not affected by special rules that negatively modify their Characteristics (other than Wounds) and, in addition, Primarchs always resolve Snap Shots at their normal BS.
• Any Hits inflicted by a Primarch, as part of either Shooting Attacks or in close combat, are allocated by the Primarch’s controlling player and not the controlling player of the target unit. These Hits should form a separate Wound Pool.
• If an army includes any Primarch models, then one of those models must be chosen as the army’s Warlord.</description>
</rule>
</rules>
<infoLinks>
<infoLink id="0d88-efe0-d7f2-b00a" name="Independent Character (P3P)" hidden="false" targetId="c57d-4820-458a-7ab5" type="rule"/>
<infoLink id="8234-2d15-6c2f-6062" name="Eternal Warrior (P3P)" hidden="false" targetId="000b-fe96-31f8-c0ad" type="rule"/>
<infoLink id="d5ca-7903-8a29-f059" name="Fearless (P3P)" hidden="false" targetId="b48c-d7e1-2a83-2f5b" type="rule"/>
<infoLink id="e721-b1da-84ba-8996" name="It Will Not Die (X) (P3P)" hidden="false" targetId="2784-d0be-a4e2-890f" type="rule">
<modifiers>
<modifier type="set" field="name" value="It Will Not Die (5+)"/>
</modifiers>
</infoLink>
<infoLink id="2a4b-7961-1ac1-06d9" name="Bulky (X) (P3P)" hidden="false" targetId="676c-7b75-4b6f-9405" type="rule">
<modifiers>
<modifier type="set" field="name" value="Bulky (4)"/>
</modifiers>
</infoLink>
<infoLink id="058b-7554-0d99-1e7a" name="Relentless (P3P)" hidden="false" targetId="7adf-ac9a-5035-522d" type="rule"/>
</infoLinks>
</categoryEntry>
<categoryEntry id="c658-dc6b-727b-c488" name="Lords of War:" hidden="false"/>
<categoryEntry id="e90d-e5a8-f42d-da84" name="Allegiance:" hidden="false"/>
<categoryEntry id="36c3-e85e-97cc-c503" name="Unit:" hidden="false"/>
<categoryEntry id="eee8-3c7c-2762-e33e" name="Jump Infantry:" hidden="false">
<rules>
<rule id="b420-727a-0d13-33bb" name="Jump Pack" publicationId="e77a-823a-da94-16b9" page="163" hidden="false">
<description>A unit composed entirely of models with Jump Packs may set its Movement Characteristic to a value of 12 for the duration of the controlling player's turn. This allows the unit to move up to 12", regardless of the Movement Characteristic shown on its profile, and gain any other benefits of a Movement Characterisic of 12 (including the bonus to Charge Distance, see page 181). In addition, if the controlling player chooses to set the unit's Movement to 12", the unit ignores terrain while Moving and Charging, and may move over friendly and enemy models/units. A unit that ends of begins its Movement or a Charge in Dangerous Terrain will still need to take Dangerous Terrain tests as normal, even when emplying Jump Packs, and threats all Difficult Terrain as Dangerous Terrain.
Any model equipped with a Jump Pack also gainst the Bulky (2) and Deep Strike special rules, or if it already has the Bulky (2) special rule it gainst the Bulky (3) special rule instead. A unit equipped with Jump Packs may not Run.
During Reactions made in any Phase, a unit equipped with Jump PAcks may not activite them to gain any bonuses to their Movement Characteristics.</description>
</rule>
</rules>
<infoLinks>
<infoLink id="2fb2-ff7b-13ff-b31c" name="Deep Strike (P3P)" hidden="false" targetId="f1e1-986f-c783-ca9e" type="rule"/>
<infoLink id="0dcd-416f-c33a-ece0" name="Bulky (X) (P3P)" hidden="false" targetId="676c-7b75-4b6f-9405" type="rule">
<modifiers>
<modifier type="set" field="name" value="Bulky (2 or 3)"/>
</modifiers>
</infoLink>
</infoLinks>
</categoryEntry>
<categoryEntry id="8b4f-bfe2-ce7b-f1b1" name="Infantry:" hidden="false"/>
<categoryEntry id="6d79-a3e4-381f-7b0f" name="Cavalry Sub-type:" hidden="false">
<rules>
<rule id="b254-c1a5-ac81-5c49" name="Cavalry Sub-type" publicationId="e77a-823a-da94-16b9" page="195" hidden="false">
<description>• Cavalry models cannot be Pinned.
• Cavalry models are not slowed down by Difficult Terrain, even when Charging. However, Cavalry models treat all Difficult Terrain as Dangerous Terrain instead.
• Cavalry models move 3D6" when Falling Back, rather than 2D6".
• No model that is not also of the Cavalry Unit Type may join a unit that includes a Cavalry model.</description>
</rule>
</rules>
</categoryEntry>
<categoryEntry id="e2b6-b770-784c-9e95" name="Vehicle:" hidden="false"/>
<categoryEntry id="23eb-0b9e-0857-e965" name="Vehicle Unit:" hidden="false"/>
<categoryEntry id="bab3-f50d-3e5f-2f78" name="Terminators:" hidden="false"/>
<categoryEntry id="d8ab-8e21-e193-63ba" name="Automata Unit-type:" publicationId="e77a-823a-da94-16b9" page="195" hidden="false">
<rules>
<rule id="d9e0-baf4-66cb-24cc" name="Automata Unit-type" publicationId="e77a-823a-da94-16b9" page="195" hidden="false">
<description>• All Automata models have the Fearless special rule.
• Successful Wounds inflicted by attacks with the Poisoned or Fleshbane special rules must be re-rolled against models of the Automata Unit Type.
• A unit that includes one or more models with the Automata Unit Type may not make Reactions.
• No model that is not also of the Automata Unit Type may join a unit that includes an Automata model.</description>
</rule>
</rules>
<infoLinks>
<infoLink id="453b-86e9-01b1-0a96" name="Fearless (P3P)" hidden="false" targetId="b48c-d7e1-2a83-2f5b" type="rule"/>
</infoLinks>
</categoryEntry>
<categoryEntry id="4171-e276-e90d-b8e5" name="Legion Consularis:" hidden="false"/>
<categoryEntry id="59a4-7b61-600a-c457" name="Skirmish Sub-type:" hidden="false">
<rules>
<rule id="e02b-5fd3-aa3b-4fc4" name="Skirmish Sub-type" publicationId="817a-6288-e016-7469" page="95" hidden="false">
<description>• A unit that includes only models with the Skirmish Sub-type has a unit coherency range of 3" rather than 2"
• A unit that includes only models with the Skirmish Sub-type increases all Cover Saves granted by tarrain by one (i.e, from 6+ to 5+). This only increase existing Cover Saves and does not grant one when in terrain that does not normally grant Cover Saves. This rule cannot increase a Cover Save to better than 2+.</description>
</rule>
</rules>
</categoryEntry>
<categoryEntry id="d5df-57ac-8f3c-097b" name="Bombard Sub-type:" hidden="false">
<rules>
<rule id="6c51-7362-45fb-d084" name="Bombard Sub-type" publicationId="817a-6288-e016-7469" page="95" hidden="false">
<description>• When a model with the Vehicle Unit Type and Bombard Sub-type moves at Combat Speed it may fire any number of Ordnance weapons and may also fire any non-Ordnance weapons normally, ignoring the restrictions of Combat Speed. However, when moving at Cruising Speed it may only fire a single Defensive weapon</description>
</rule>
</rules>
</categoryEntry>
<categoryEntry id="9b0d-738c-10e4-4ec1" name="Reinforced Sub-type:" hidden="false">
<rules>
<rule id="dbac-669b-298c-868e" name="Reinforced Sub-type" publicationId="817a-6288-e016-7469" page="95" hidden="false">
<description>• A model with the Reinforced Sub-type ignores the effects of any Crew Shaken result on the Vehicle Damage table
• A model with the Reinforced Sub=type does not have to make Snap Shots due to the effects of the Crew Stunned result on the Vehicle Damaage table (but still cannot move or pivot until the end of its next turn).</description>
</rule>
</rules>
</categoryEntry>
<categoryEntry id="1158-146a-d9a0-39ad" name="Warlord Traits:" hidden="false"/>
<categoryEntry id="5309-9b4c-93e9-c5de" name="Reactions:" hidden="false"/>
<categoryEntry id="d494-e450-d4aa-579a" name="Rite of War:" hidden="false"/>
<categoryEntry id="f823-8c1d-6a87-26a1" name="Compulsory HQ:" hidden="false"/>
<categoryEntry id="bb1f-ae32-b587-c3e1" name="Compulsory Elite:" hidden="false"/>
<categoryEntry id="8f42-a824-fb5f-8fea" name="Compulsory Troops:" hidden="false"/>
<categoryEntry id="3c75-d5f8-1ad4-24e5" name="Compulsory Fast Attack:" hidden="false"/>
<categoryEntry id="030f-3801-4f54-e7f8" name="Compulsory Heavy Support:" hidden="false"/>
<categoryEntry id="0a04-abac-c606-2d48" name="Compulsory Lord of War:" hidden="false"/>
<categoryEntry id="1b67-8d3b-283a-1488" name="Compulsory Fortification:" hidden="false"/>
<categoryEntry id="9231-183c-b97b-63f9" name="Heavy" hidden="false">
<rules>
<rule id="79ce-8870-0b12-79ab" name="Heavy Sub-type" publicationId="e77a-823a-da94-16b9" page="197" hidden="false">
<description>• A unit that includes only models with the Heavy subtype may re-roll failed Armour Saves against Template and Blast weapons.
• A unit that includes any models with the Heavy subtype may not Run and when making a Movement during a Reaction based on its Initiative Characteristic, reduces the distance moved by -1.</description>
</rule>
</rules>
</categoryEntry>
<categoryEntry id="6e0c-29ba-a445-8321" name="Psyker:" hidden="false"/>
<categoryEntry id="9055-7410-8ffd-b8e7" name="Corrupted Sub-type:" hidden="false">
<rules>
<rule id="e441-d934-fee5-990b" name="Corrupted Sub-type" publicationId="e77a-823a-da94-16b9" page="307" hidden="false">
<description>• Models with the Corrupted Unit Sub-type gain the Fear (1) special rule.
• Any Hits inflicted on a model with the Corrupted Unit sub-type by a weapon with the Force or Psychic Focus special rules gain the Instant Death special rule.
• Any unit composed entirely of models with the Corrupted Unit Sub-type is immunte to the effects of the Fear (X) special rule. When a unit composed entirely of models with the Corrupted Unit Sub-type fails a Morale check it does not Fall Back as per the standard rules, but instead suffers D3 automatic wounds with no saves or Damage Mitigation rolls of any kind allowed.
• No model that does not also have the Corrupted Unit Sub-type or the Daemon Unit Type maj join a unit that includes one or more models with the Corrupted Unit Sub-type</description>
</rule>
</rules>
<infoLinks>
<infoLink id="bbcb-0615-829f-4875" name="Fear (X) (P3P)" hidden="false" targetId="21f6-7842-df5c-d2e7" type="rule">
<modifiers>
<modifier type="set" field="name" value="Fear (1)"/>
</modifiers>
</infoLink>
</infoLinks>
</categoryEntry>
<categoryEntry id="4280-4963-02b5-e31d" name="Dreadnought Unit-type:" hidden="false">
<rules>
<rule id="ab7d-c74d-a976-2540" name="Dreadnought Unit-type" publicationId="e77a-823a-da94-16b9" page="195" hidden="false">
<description>• Successful Wounds scored by attacks with the Poisoned or Fleshbane special rules must be re-rolled against models of the Dreadnought Unit Type.
• All Dreadnought models have the Fearless special rule.
• A model with the Dreadnought Unit Type may fire all weapons they are equipped with in each Shooting Attack they make, including as part of a Reaction.
• A model of the Dreadnought type may fire Heavy and Ordnance weapons and counts as Stationary even if it moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn.
• No model that is not also of the Dreadnought Unit Type may join a unit that includes a Dreadnought model.</description>
</rule>
</rules>
<infoLinks>
<infoLink id="7163-a73e-7f6d-2357" name="Fearless (P3P)" hidden="false" targetId="b48c-d7e1-2a83-2f5b" type="rule"/>
</infoLinks>
</categoryEntry>
<categoryEntry id="0d4f-ff28-d819-a512" name="Deep Strike:" hidden="false">
<infoLinks>
<infoLink id="155a-8fd2-5d2a-2bd3" name="Deep Strike (P3P)" hidden="false" targetId="f1e1-986f-c783-ca9e" type="rule"/>
</infoLinks>
</categoryEntry>
<categoryEntry id="7d95-f9d1-440a-67bd" name="Monstrous Sub-type:" hidden="false">
<rules>
<rule id="3322-e589-ba33-b1b7" name="Monstrous Sub-type" publicationId="e77a-823a-da94-16b9" page="197" hidden="false">
<description>• A unit that includes any models with the Monstrous sub-type cannot be Pinned.
• A model with the Monstrous sub-type may fire all weapons they are equipped with in each Shooting Attack they make, including as part of a Reaction.
• A model with the Monstrous sub-type may fire Heavy and Ordnance weapons and counts as Stationary even if it moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn.
• No model that is not also Monstrous may join a unit that includes a Monstrous model.</description>
</rule>
</rules>
</categoryEntry>
<categoryEntry id="e699-d9cd-e68e-46d9" name="Daemon Unit-type:" hidden="false">
<rules>
<rule id="df15-2b9e-8437-3295" name="Daemon Unit-type" hidden="false">
<description>• All Daemon models have their Strength and Toughness modified by a value determined by the current Game Turn: +1 on Game Turns 1 & 2, +/-0 on Game Turns 3 & 4, -1 on Game Turns 5 & 6, and -2 on Game Turns 7+.
• All Daemon models have the Fear special rule.
• Any Hits inflicted on a model of the Daemon Unit Type by a weapon with the Force special rule gain the Instant Death special rule as well.
• All Daemon models are immune to the effects of the Fear special rule, automatically pass Pinning and Regroup tests and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule. When a Daemon unit fails a Morale check it does not Fall Back as per the standard rules, but instead suffers D3 automatic Wounds with no Saves of any kind allowed.
• No model that is not also of the Daemon Unit Type may join a unit that includes a Daemon model.</description>
</rule>
</rules>
<infoLinks>
<infoLink id="1c25-8c44-6c9f-8d44" name="Fear (X) (P3P)" hidden="false" targetId="21f6-7842-df5c-d2e7" type="rule">
<modifiers>
<modifier type="set" field="name" value="Fear (1)"/>
</modifiers>
</infoLink>
</infoLinks>
</categoryEntry>
<categoryEntry id="0b85-37e7-40ef-7388" name="Jet Infantry:" hidden="false">
<rules>
<rule id="f3d5-a377-1c7e-5e20" name="Jet Pack" publicationId="e77a-823a-da94-16b9" page="163" hidden="false">
<description>A unit composed entirely of models with Jet Packs may choose to increase its Movement Characteristic by +6, move over friendly and enemy models/units, and ignore terrain while moving during the Movement phase. A unit that ends or begins its movement in Dangerous Terrain will still need to take Dangerous Terrain tests as normal, even when employing Jet Packs and treats Difficult Terrain as Dangerous Terrain. In addition to the bonus to move during the Movement phase, a unit equipped entriely with Jet Packts may make an additional move of 6" during the Shooting phase. This move must be taken after the unit has completed any Shooting, is not limited by the weapons fired by that unit during the Shooting phase and ignores terrain and may move over friendly and enemy models/units in the same manner as moves made using a Jet Pack in the Movmeent phase.
Any model equipped with a Jet Pack also gainst the Bulky (2) and Deep Strike special rules, or if it already has the Bulky (2) special rule it gainst the Bulky (3) special rule instead. A unit equipped with Jump PAcks may not Run.
During any Reaction that allows a unit equipped entirely with Jet PAcks to move, increase the distance of that move by 6. This allows the unit to Ignore terrain in the same manner as other Jet Pack moves.</description>
</rule>
</rules>
<infoLinks>
<infoLink id="e757-190e-9de5-961a" name="Deep Strike (P3P)" hidden="false" targetId="f1e1-986f-c783-ca9e" type="rule"/>
<infoLink id="59ee-4836-c868-3517" name="Bulky (X) (P3P)" hidden="false" targetId="676c-7b75-4b6f-9405" type="rule">
<modifiers>
<modifier type="set" field="name" value="Bulky (2 or 3)"/>
</modifiers>
</infoLink>
</infoLinks>
</categoryEntry>
<categoryEntry id="6399-5c65-7833-1025" name="Line Sub-type:" hidden="false">
<rules>
<rule id="bc1e-9c95-f971-cd7b" name="Line Sub-type" publicationId="e77a-823a-da94-16b9" page="196" hidden="false">
<description>• A unit that includes at least one model with the Line sub-type counts as both a Scoring and Denial unit.</description>
</rule>
</rules>
</categoryEntry>
<categoryEntry id="6f99-c178-6f9d-fb63" name="Artillery Sub-type:" hidden="false">
<rules>
<rule id="a9ea-e2db-2aa3-8a5b" name="Artillery Sub-type" publicationId="e77a-823a-da94-16b9" page="197" hidden="false">
<description>If a unit that includes any models with the Artillery sub-type has no models without the Artillery sub-type, then all models in the unit are removed from play as casualties immediately.
A Unit that includes one or more models with the Artillery sub-type may not Run, declare or otherwise make Charge moves, or make Reactions.
A nuit that includes one or more models with the Artillery sub-type may never hold or deny Objectives.
A unit that includes one or more models with the Artillery sub-type may not make Sqeeping Advances and, if targeted by a Sweeping Advance, automatically fails any Sweeping Advance rolls made without rolling any dice and is destroyed.</description>
</rule>
</rules>
</categoryEntry>
<categoryEntry id="bff2-ae16-74a8-8712" name="Light Sub-type:" hidden="false">
<rules>
<rule id="3ec9-276f-e19f-e639" name="Light Sub-type" publicationId="e77a-823a-da94-16b9" page="197" hidden="false">
<description>• A unit that includes only models with the Light sub-type gains a +1 modifier to its Initiative when determining how far that unit may Run (this bonus stacks with other bonuses to Run distance, such as the Fleet (X) special rule) and when moving as part of a Reaction.
• A unit that includes only models with the Light sub-type may make Shooting Attacks after having Run, but makes all such attacks as Snap Shots. Models or weapons that cannot attack as Snap Shots may not attack.
• Models with the Light sub-type may never claim a Cover Save in the same turn that it makes a Run move.</description>
</rule>
</rules>
</categoryEntry>
<categoryEntry id="3a7a-8bb7-b0d3-e2e7" name="Hover Sub-type" hidden="false">
<rules>
<rule id="cd10-fd66-1eb2-37bb" name="Hover Sub-type" publicationId="e77a-823a-da94-16b9" page="219" hidden="false">
<description>A Flyer with the Hover sub-type must declare whether it is going to Zoom or Hover before it moves, and before any Embarked models Disembark, each Movement phase. This means that if the Flyer arrives from Reserves, you must declare which type of Movement it is using before placing it on the board. If a Flyer is in a Squadron, all Vehicles in the Squadron must choose the same type of Movement A Flyer in Hover mode cannot switch to Zoom mode if it is Immobilised.
If a Flyer is Hovering, it is treated exactly as a Skimmer (see page 214).</description>
</rule>
</rules>
</categoryEntry>
<categoryEntry id="4f07-3d45-4f28-a0c6" name="Independant Character" hidden="false">
<rules>
<rule id="c57d-4820-458a-7ab5" name="Independent Character" publicationId="e77a-823a-da94-16b9" page="241" hidden="false">
<description>Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multicharacter unit.
Joining and Leaving a Unit
An Independent Character can begin the game already with a unit, either by being deployed in unit coherency with it or, if the unit is in Reserve, by you informing your opponent which unit it has joined.
In order to join a unit, an Independent Character simply has to move so that they are within unit coherency distance of a friendly unit at the end of their Movement phase. If the Independent Character is within unit coherency of more than one unit at the end of its Movement phase, the player must declare which unit it is joining. If an Independent Character does not intend to, or cannot, join a unit, it must, where possible, remain outside of unit coherency with that unit at the end of the Movement phase. This is to make clear whether they have joined a unit or not. Note that after an Independent Character joins a unit, that unit can Move no further that Movement phase.
An Independent Character can leave a unit during the Movement phase by moving out of unit coherency with it. They cannot join or leave during any other Phase – once shots are fired or Charges are declared.
An Independent Character cannot leave a unit while either they or the unit are in Reserve, locked in combat, Falling Back or have been Pinned. They cannot join a unit that is in Reserve, locked in combat or Falling Back. If an Independent Character joins a unit, and all other models in that unit are killed, they again become a unit of one model at the start of the following Phase. While an Independent Character is part of a unit, they count as part of the unit for all rules purposes, though they still follow the rules for Characters.
Special Rules
When an Independent Character joins a unit, it might have different special rules from those of the unit. Unless specified in the rule itself (as in the Stubborn special rule), the unit’s special rules are not conferred upon the Independent Character, and the Independent Character’s special rules are not conferred upon the unit. Special rules that are conferred to the unit only apply for as long as the Independent Character is with them.
Independent Characters and Infiltrate
An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, and vice versa.
Independent Characters and Ongoing Effects
Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful effect, such as those bestowed by the Blind special rule, for example. If the Independent Character leaves the unit, both the Independent Character and the unit continue to be affected by the effect, so you’ll need to mark the Independent Character accordingly.
Conversely, if an Independent Character joins a unit after that unit has been the target of an ongoing effect (or joins a unit after they themselves have been the target of an ongoing effect), benefits and penalties from that effect are not shared.</description>
</rule>
</rules>
</categoryEntry>
<categoryEntry id="bbe5-14a5-68a1-544f" name="Retinue:" hidden="false"/>
</categoryEntries>
<forceEntries>
<forceEntry id="d926-652f-8436-30ce" name="Crusade Force Organisation Chart" hidden="false">
<categoryLinks>
<categoryLink id="17a5-4c80-0c5d-df4d" name="Allegiance:" hidden="false" targetId="e90d-e5a8-f42d-da84" primary="false">
<constraints>
<constraint field="selections" scope="parent" value="2.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="7ab6-7d01-ec54-52df" type="min"/>
<constraint field="selections" scope="parent" value="2.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="fa4b-a703-9dbf-bb6a" type="max"/>
</constraints>
</categoryLink>
<categoryLink id="cb59-2a42-9e16-fbe7" name="HQ:" hidden="false" targetId="4f85-eb33-30c9-8f51" primary="false">
<constraints>
<constraint field="selections" scope="force" value="3.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="1db1-1803-cee1-86cb" type="max"/>
<constraint field="selections" scope="force" value="1.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="84d6-d8d5-49ec-27fb" type="min"/>
</constraints>
</categoryLink>
<categoryLink id="1375-8457-86ca-67dd" name="Elites:" hidden="false" targetId="7aee-565f-b0ae-294e" primary="false">
<constraints>
<constraint field="selections" scope="force" value="4.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="4fb9-8be5-6fb5-0869" type="max"/>
</constraints>
</categoryLink>
<categoryLink id="80e3-2dd4-0a42-972e" name="Troops:" hidden="false" targetId="9b5d-fac7-799b-d7e7" primary="false">
<constraints>
<constraint field="selections" scope="force" value="2.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="6c7b-35f2-8f62-8296" type="min"/>
<constraint field="selections" scope="force" value="6.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="d522-6df6-8e77-b28c" type="max"/>
</constraints>
</categoryLink>
<categoryLink id="75a1-25b0-df4d-9930" name="Fast Attack:" hidden="false" targetId="20ef-cd01-a8da-376e" primary="false">
<constraints>
<constraint field="selections" scope="force" value="3.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="5474-d2f8-4d1d-66be" type="max"/>
</constraints>
</categoryLink>
<categoryLink id="0662-8301-1a87-5c23" name="Heavy Support:" hidden="false" targetId="7031-469a-1aeb-eab0" primary="false">
<constraints>
<constraint field="selections" scope="force" value="3.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="5c70-e3f3-a942-3e71" type="max"/>
</constraints>
</categoryLink>
<categoryLink id="9271-24df-a8f3-4a99" name="Fortification:" hidden="false" targetId="a24f-12d8-36c1-f477" primary="false">
<constraints>
<constraint field="selections" scope="force" value="1.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="1a78-0551-84cc-20b0" type="max"/>
</constraints>
</categoryLink>
<categoryLink id="c5e5-cb96-3835-591a" name="Primarch:" hidden="false" targetId="ad5f-31db-8bc7-5c46" primary="false">
<constraints>
<constraint field="selections" scope="force" value="1.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="3210-baff-f554-8019" type="max"/>
</constraints>
</categoryLink>
<categoryLink id="db9f-30b3-e5db-3e0f" name="Lords of War:" hidden="false" targetId="c658-dc6b-727b-c488" primary="false">
<constraints>
<constraint field="selections" scope="force" value="1.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="1c0d-0ff5-e468-703c" type="max"/>
</constraints>
</categoryLink>
<categoryLink id="609a-e750-e92c-da9f" name="Retinue:" hidden="false" targetId="bbe5-14a5-68a1-544f" primary="false"/>
<categoryLink id="6f36-7897-767d-d826" name="Warlord Traits:" hidden="false" targetId="1158-146a-d9a0-39ad" primary="false"/>
</categoryLinks>
</forceEntry>
<forceEntry id="d4f2-6da5-b6de-06ec" name="Allied Detachment" hidden="false">
<categoryLinks>
<categoryLink id="45cc-4d1d-6d5e-cdc9" name="Allegiance:" hidden="false" targetId="e90d-e5a8-f42d-da84" primary="false">
<constraints>
<constraint field="selections" scope="parent" value="2.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="b459-8375-3ca8-72f1" type="min"/>
<constraint field="selections" scope="parent" value="2.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="df84-98ed-3840-b451" type="max"/>
</constraints>
</categoryLink>
<categoryLink id="0b76-5263-40ac-0721" name="HQ:" hidden="false" targetId="4f85-eb33-30c9-8f51" primary="false">
<constraints>
<constraint field="selections" scope="force" value="1.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="e335-2401-dec4-2d28" type="max"/>
<constraint field="selections" scope="force" value="1.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="a59f-bf8a-6c0a-c006" type="min"/>
</constraints>
</categoryLink>
<categoryLink id="5dc5-6676-d434-d480" name="Elites:" hidden="false" targetId="7aee-565f-b0ae-294e" primary="false">
<constraints>
<constraint field="selections" scope="force" value="2.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="7cc0-0be3-0046-e962" type="max"/>
</constraints>
</categoryLink>
<categoryLink id="7838-d570-4570-89ad" name="Troops:" hidden="false" targetId="9b5d-fac7-799b-d7e7" primary="false">
<constraints>
<constraint field="selections" scope="force" value="4.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="ced6-f029-0392-ae11" type="max"/>
<constraint field="selections" scope="force" value="1.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="53f0-9a02-8039-c7d5" type="min"/>
</constraints>
</categoryLink>
<categoryLink id="52d9-e513-b7c1-59d3" name="Fast Attack:" hidden="false" targetId="20ef-cd01-a8da-376e" primary="false">
<constraints>
<constraint field="selections" scope="force" value="1.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="2ede-2dee-1530-5c26" type="max"/>
</constraints>
</categoryLink>
<categoryLink id="3dd4-cf96-9425-f583" name="Heavy Support:" hidden="false" targetId="7031-469a-1aeb-eab0" primary="false">
<constraints>
<constraint field="selections" scope="force" value="1.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="0bc1-40ca-638b-3578" type="max"/>
</constraints>
</categoryLink>
</categoryLinks>
</forceEntry>
</forceEntries>
<selectionEntries>
<selectionEntry id="928e-1782-8717-7384" name="Allegiance" hidden="false" collective="false" import="true" type="upgrade">
<constraints>
<constraint field="selections" scope="parent" value="1.0" percentValue="false" shared="true" includeChildSelections="false" includeChildForces="false" id="9b33-dccf-416f-10a0" type="min"/>
<constraint field="selections" scope="parent" value="1.0" percentValue="false" shared="true" includeChildSelections="false" includeChildForces="false" id="756d-3f35-0c5a-7b48" type="max"/>
</constraints>
<categoryLinks>
<categoryLink id="da5a-91f1-3185-59ed" name="New CategoryLink" hidden="false" targetId="e90d-e5a8-f42d-da84" primary="true"/>
</categoryLinks>
<selectionEntryGroups>
<selectionEntryGroup id="2999-90f6-880e-d20f" name="Allegiance" hidden="false" collective="false" import="true">
<constraints>
<constraint field="selections" scope="parent" value="1.0" percentValue="false" shared="true" includeChildSelections="false" includeChildForces="false" id="457e-6569-0aab-0154" type="max"/>
<constraint field="selections" scope="parent" value="1.0" percentValue="false" shared="true" includeChildSelections="false" includeChildForces="false" id="0b9e-b0c4-458b-88a4" type="min"/>
<constraint field="selections" scope="force" value="1.0" percentValue="false" shared="true" includeChildSelections="true" includeChildForces="false" id="c614-be3c-cf6d-fc55" type="max"/>
</constraints>
<entryLinks>
<entryLink id="8cf7-d353-bf83-2ae6" name="Loyalist" hidden="false" collective="false" import="true" targetId="d0b6-712f-0b12-a308" type="selectionEntry"/>
<entryLink id="1f79-9f2e-2e6b-074b" name="Traitor" hidden="false" collective="false" import="true" targetId="f9c0-0c5a-3e24-58c7" type="selectionEntry"/>
</entryLinks>
</selectionEntryGroup>
</selectionEntryGroups>
<costs>
<cost name="Pts" typeId="d2ee-04cb-5f8a-2642" value="0.0"/>
</costs>
</selectionEntry>
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