This is a list of special rules. Each round a different one will be selected for each warzone. Use them for Warzone battles only.
Use these special rules for Warzone battles only. Special missions are special enough.
Accursed - Choose two different special rules for this warzone, instead of the usual one.
Ambitious reward - before the roll for the first round, both players write down a number. If the player who wrote the higher number has at least the same number of VP at the end of the battle, they gain 1 extra RP, otherwise they lose 10 VP. The player who wrote the less ambitious number loses 5 VP at the end of the battle.
Battle of the wits - At the beginning of each command phase, the player whose turn it is decides whether both players gain one more, one less or the same amount of Command Points as last turn (the default for the first turn is 1)
Blood-soaked Battlefield - Each unit must pass a Leadership test at the beginning of its command phase. If it fails, it must move as close as possible to the closest enemy unit and attempt a charge if within 12". It must re-roll a failed charge roll (for free).
Brief Encounter - The game ends after the 4th round.
Contempt - You must show contempt for the forces of the enemy. Whenever you call an enemy unit by its correct name (or part of it), the opponent gains 1 CP (ignoring the limit for max CP gain per round). Example: Instead of saying "I target these Necron Warriors (or just warriors)". You say "I target these useless scraps of metal."
Exotic equipment - Choice: start with 5% less points of your army to change each instance of a d3 roll you should make into a d4 for the battle.
Experimental modifications - before the roll for the first round, each player can choose to give their oponent 1 CP if they do, they can use a d8 instead of a d6 three times during the battle. note - any roll higher than a 6 counts as 6.
Gas Fields - All weapons (melee and ranged) that could cause an explosion gain the Hazardous keyword.
Golden Bugs of Sternbek - At the end of each Command phase, each objective under control of the active player moves d6" directly away from any unit controlling it or if unclear, in a random direction. Stop the movement if it would put the objective (and the 3" zone around it) beyond the table or overlapping another objective.
Intense Star Radiation - Play with a chess clock. Each player has only 60 minutes for the game (Strike Force or 40 minutes for Incursion).
Lightning Engagement - Players have to use the Chess clock and each only has 45 minutes if Onslaught or 30 minutes if Incursion.
Low Gravity - All units without Fly who walk add +2 to their Movement characteristic.
Magnetic storm - Roll a d6 at the beginning of each round. 1-3: no effect, 4-5: Vehicles are inoperable (can't do anything), 6: As 4-5 + all shooting is at a cumulative -1 to hit.
Nightmarish - Any unit that fights a battle in a warzone with this quality will be automatically battleshocked for all future battles in the same warzone.
No Place for Rookies - Whenever a unit is first set up, it takes 5 wounds that can't be prevented in any way except for this one: Roll a d6 for each XP the unit has, on a 4+ the wound is ignored. Attached units add the effects (typically 10 wounds but add the XP of the unit and the leader)
Out of Supplies - All ranged weapons can only be used normally twice per battle. After that, they only fire on a 4+.
Portent of Misfortune - In the first command phase of the battle, after CP have been generated, each player rolls a d6 (this can be re-rolled with the Command Re-roll). The first X times a player rolls a 6 this battle, it counts as a 1 instead. X is the number they rolled on the d6.
Pylons - Increase the Ld value of all units by 2, with the exception of Necrons and units that have no soul.
Radiation - The whole battlefield is seeping with radiation. At the beginning of each round, every unit on the battlefield takes 1 mortal wound (transports shield the units inside).
Rapid Deployment - Both players have 5 minutes to deploy their armies at the beginning of the battle. Any models that are not in reserves and have not been deployed when the time runs out cannot be deployed (but do not count as destroyed for the purposes of Out of Action rolls).
Rumours of a Healing Spring - All units with a battle scar gain +1 to leadership tests and +2 to movement.
Sandstorm - The range on all weapons and abilities is halved. Units with Fly have their Movement characteristic reduced by 2".
Shifting Phasing Rocks - Do not use ruins, use only rocks. At the beginning of each round. Each rock moves d3" towards the nearest model. Any model partially covered by the rock is destroyed (shifted away). If a unit is destroyed this way it may not take part in the next round.
Static - Each player can use each stratagem only once per battle.
Terrors in the Dark - At the beginning of each player's shooting phase, roll a d6 for each of their units not within 6" of any other unit (even enemy unit). 1-3: No effect, 4-5: Suffer D3 mortal wounds, 6: Suffer d6 mortal wounds.
The monster of Caerbannog - Any unit within range of the objective closest to the center takes d6 mortal wounds at the end of each turn until the monster is slain. To slay the monster a unit within range of the objective must use the Grenade stratagem on the count of three. It then gains 1 XP.
The power of faith - Once per round a player can declare what the result of a die roll (d6) will be, if they are right and the result is beneficial to them, they gain a CP (this is in addition to any other CPs gained from other sources).
Thin armosphere - Increase the AP of all weapons by 1.
Thin crust lava fields - If the total OC of all models without fly in range of an objective is greater than 9, all those models fall into lava and count as destroyed. In addition, remove that objective.
Toxic - All destroyed units have a -1 penalty on Out of Action tests after this battle and if they fail they automatically gain the following scar instead of the normal rules. Poisoned - Reduce the Strength of all melee profiles of the unit by 1.
Underwater - Decrease the Movement characteristic of all units by 1 and reduce the range of all ranged weapons by 6" to a minimum of 6".
Unstable Reality - Deamons await for any whose concentration lapses. Any unit that fails a battleshock test immediately takes d3 mortal wounds.
Veteran's warzone - All units not fully battle-ready (paint) have -1 to hit.
Vox Static - All units further than 12" of their Warlord count as being battleshocked.