Warhammer manual


















If you like your cyborg soldiers sneaky, this is the faction for you. For thousands of years, the people of Cadia have known nought but war. All Cadians — no matter their age, gender or station — must know how to fight, and be capable of facing with unwavering courage all the horrors that proliferate in the 41st Millennium. Cadians are the quintessential Astra Militarum force. If you want an army that have been forged into expert sharp-shooters by decades of rigorous firing drills, choose them and cut down hordes of enemy fighters with accurate shooting.

Catachan is one of the most notorious death worlds in the Imperium, and its planet-wide jungles are lethal beyond reason. Thanks to this brutal environment, Catachans are physically and mentally resilient on a level that much of Humanity simply cannot match. In the deadly jungles of Catachan, only the strongest can hope to survive. Choose the sons and daughters of this death world to command an army of ferocious warriors who are taller and more powerful than typical humans.

The regiments of Valhalla have a reputation for stoicism and dedication to the Emperor. When attacking, they are renowned for combining massed artillery barrages with infantry assault waves. When defending they show dogged determination, even in the face of defeat. Want an army possessed of a grim fatalism regarding the prospect of death? Then get some Valhallan Ice Warriors, they will march unflinchingly into even the most hellish of firestorms, claiming victory against all the odds. For ten thousand years the Vostroyans have given up the firstborn child of every family for service in the Imperial Guard.

There are no exceptions to this. Even the greatest noble families must comply. Each wields a lovingly hand-crafted weapon, engraved with intricate ornamental detail. These are no artisanal trinkets, however, as victims of their deadly accurate firepower will attest. While it is difficult for most Imperial commanders and Planetary Governors to obtain and maintain enough of the vehicles needed for such formations, Armageddon has produced hundreds of these swift-moving regiments.

Crush your foes beneath the tracks of the Steel Legions of Armageddon. They employ more tanks and vehicles than any other regiment and butcher their enemies with a completely dispassionate efficiency. The regiments drawn from Tallarn consist of mobile guerrilla fighters, evasive as they are opportunistic. They are masters of hit-and-run warfare, striking a killing blow at the heart of an enemy formation before returning to their own lines, prepared to pounce once more.

Surprise your enemies with the lightning ambushes of the regiments of Tallarn. If you want to strike with overwhelming force before swiftly fading into the wilderness as if your army was never there at all, then this is the army for you. The Mordian Iron Guard are superbly drilled and accoutred soldiers from a world bathed in perpetual night and cursed by the attentions of Chaos. In battle, the Iron Guard present a solid wall of brightly uniformed, flawlessly formed troops.

Are you a fan of proud, unyielding soldiers? Then the Mordians are for you. They fight and die facing the enemy, standing tall in perfectly ordered ranks and unleashing volley after volley of devastating las-fire. Militarum Tempestus Scions are cold, proficient killers whose deadly firepower reduces foes to smouldering heaps of corpses.

Trained in the Schola Progenium, these men commit to a rigorous program of physical and mental indoctrination that raises them to the peak of human conditioning. Command the very best of the best with the Scions of the Militarum Tempestus. These merciless killers are trained to completely obliterate their foes in a pinpoint fusillade of hot-shot las rounds. The Daemons of Tzeentch surround themselves in layer upon layer of mind-traps and illusions, each mirage shifting into the next.

The result utterly confounds those nearby that would do the Daemons harm, and means their attacks are often ineffective.

Daemons of Tzeentch forces are psychic powerhouses, using warpflame to smite their enemies on the tabletop with incredible effect. The Daemons of Nurgle are surrounded by an aura of pestilence and disease that infects all nearby, as their talons and blades drip with thrice-ripened plagues. The merest touch of these weapons, in the presence of such a creature, can cause a mortal to wither and die in seconds.

Nurgle armies are slow and indomitable. They crush the enemy with tides of Plaguebearers, while using vast Great Unclean Ones and Beasts of Nurgle to do devastating damage in close combat. The Daemons of Slaanesh dance across the battlefield with a grace and speed that belies belief. They can close the killing fields of a battlefield in a heartbeat, falling upon their surprised and panic-stricken prey with psychotic delight. The Daemons of Khorne perceive everything through a red mist of undiluted rage, and they cannot wait to spill blood.

They surge across the battlefield to get to grips with their foes as quickly as possible so that the slaughter can begin in earnest. Khorne armies are simple, brutal, and effective, using elite close-combat infantry and cavalry supported by rampaging Bloodthirsters to crush the opponent up close — ideal for countering shooting forces. Of all the Iconoclast houses, there are none more bold nor tenacious than House Lucaris. House Lucaris armies are focused on close combat, striking with savage accuracy on the charge and making them a great force for fans of Knight Rampagers.

The Fallen Nobles of House Herpetrax are indomitable, refusing to yield even as their Knight suits burn around them. House Hereptrax Knights are durable even by the terrifying standards of their brethren. They fight on where lesser Knights would have fallen, forcing your enemies to dedicate extra resources to slaying your war machines.

When the Cicatrix Maledictum tore across the stars, the Knights of House Khymere were amongst the nightmarish warriors who burst from the Great Rift to prey upon the worlds of the Imperium. House Khymere forces are most effective up-close and personal, unleashing devastating melee attacks that wound even the toughest foes with ease while shattering the morale of lesser enemies.

Centuries of service to these uncompromising masters has made them incredibly effective warriors. House Vextrix forces are punishingly accurate, making them great at both shooting and brutal melee.

No Imperial record exists of the nightmares that befell the world of Matarakh, but the Khomentis Knights now fight for the Dark Mechanicum. House Khomentis forces get stronger in melee as they take damage, meaning your Knights get more dangerous as the battle goes on — and considering how dangerous a Knight is to begin with, this is terrifying indeed!

Inexorable and unflinching, the Black Legion exemplify the threat posed by the Heretic Astartes, emerging from the Eye of Terror for the sole purpose of erasing the Imperium from the galaxy.

Black Legion forces are masters of mobility, advancing on the enemy while keeping up withering hails of fire and using Terminators to devastating effect. Clad in ornate armour of rich lapis lazuli and purest gold, the Thousand Sons are enthralled to Tzeentch, the Changer of the Ways. Few armies can match the psychic dominance of the Thousand Sons.

As their Sorcerers unleash destructive powers, ranks of Rubric Marines march in lifeless lockstep, supported by hordes of deranged cultists and avian Tzaangors. If you want to unleash foul magicks and arcane rituals, join the sons of Magnus. Once a proud and loyal Legion, treachery has transformed the Adeptus Astartes of the Death Guard into plague-ridden hulks.

Now, they persecute wars across the galaxy for Nurgle and their Daemon Primarch, Mortarion. Death Guard armies are slow, inexorable, and unbelievably effective at mid-range. Twisted by the brain implants known as the Butchers Nails, they live only to spill blood for Khorne. World Eaters armies are brutal close combat forces, leveraging Khorne Berzerkers to shatter foes in relentless melees.

Few can remain standing when such an army gets into close range! The Night Lords revel in fear and mayhem. They will take apart an opposing army piecemeal, dividing and isolating the weakest enemies so that their confused cries can be savoured. Night Lords forces shatter enemy morale through their terror tactics. This maximises the impact of your Chaos Space Marines — in moments, a single gruesome death can become a devastating rout. Cold-hearted warriors whose only faith is in their wargear, the Iron Warriors have perfected siege warfare, and are able to gouge out even the most stubbornly entrenched enemies.

Each lives by a brutal, uncompromising creed — Iron Within, Iron Without! The Word Bearers march to war for the glory of the Chaos pantheon, stirred into a rapturous state of fanaticism by blasphemous catechisms and the dark promises of the Ruinous Powers. On the tabletop, the zeal of the Word Bearers makes them resistant to devastating losses, allowing them to field vast units of elite infantry without any fear of them fleeing.

The warriors of the Alpha Legion are masters of duplicity, able to mislead and misdirect even the most vigilant of enemies before delivering the killing blow. Their loyalties are ever in question — their effectiveness is not. Alpha Legion forces are deadly on the tabletop, as they are harder to hit at a distance. This allows their own fire support units to lay down withering fire with little fear of reprisal. The Brazen Beasts charge into the enemy with animal fury, tearing them limb from limb.

They leave behind nothing but mangled corpses and blazing devastation. Their legend may not be as long as those of the Traitor Legions, but given time, it will be just as bloody! Brazen Beasts forces can pierce even the heaviest armour in close, combat, with even standard infantry capable of punching holes in terminators, tanks, and more besides. The Red Corsairs are consummate raiders with vast resources at their disposal.

When they emerge from the warp, they strike fast with overwhelming force to achieve their objectives before the enemy can respond.

With an array of strategic options to play with, Red Corsairs forces can capitalise on tactical tricks more than any other Chaos Space Marines — perfect for plotters, planners, and tacticians! For the Crimson Slaughter, the maddening cries of tormented spirits can only be satiated by the spilling of blood. Crimson Slaughter armies turn carnage into strategic opportunity. The Flawless Host have an unshakeable faith in their own abilities, their every strike perfectly timed and expertly placed.

The Purge seek to cleanse the galaxy of everything that lives, not moving on until each of their opponents is completely obliterated.

They worship Nurgle, but their true master is a relentless and unflinching nihilism. On the tabletop, forces dedicated to The Purge are utterly ruthless when it comes to finishing off damaged units. By focusing their fire, they can easily down even the most dangerous of enemies. The constant whispering of Daemons ensures that The Scourged know what course of action an enemy will take almost before they themselves do.

Serving Tzeentch, the God of Change, they are uncannily effective combatants. Charge a force belonging to The Scourged at your peril — with brutal point-blank accuracy on their side, these Chaos Space Marines are excellent at defending against melee-focused forces. Fabius Bile is a figure of terror and legend throughout the 41st Millennium. Having mastered — and twisted — the arts of genetic modification, he goes to war at the head of an army of horrifying creations that match the strength of the Chaos Space Marines with sinister modifications of his own.

With Fabius Bile allowing you to customise your forces even further, this army is ideal for tinkerers, schemers, or just anyone who wants to rip enemies apart in close combat! Famed above all other craftworlds for the sublime skill of their Rangers, choose Alaitoc if you favour using stealth and guile to prove the superiority of the Aeldari in battle.

The Aeldari of Biel-Tan — the most militant of all craftworlds — are consumed with bitterness. Their numbers depleted and their craftworld shattered, they continue to pursue their campaign of xenocide against all the lesser races of the galaxy. Biel-Tan is renowned for the sheer number of Aspect Temples it hosts — and for the quality of its warriors in their chosen field of warfare. If you seek to form an army around a solid core of Aspect Warriors, Biel-Tan is the clear choice. The once-great craftworld of Iyanden is now a place of ghosts as much as of the living.

Despite this, the Asuryani of that faded realm do not meekly accept their fate — instead they call ever more of their fallen ancestors back into the fight for survival. Since repelling a devastating attack from Hive Fleet Kraken at terrible cost, the people of Iyanden have relied upon their Ghost Warriors with increasing frequency. Iyanden is the go-to choice if you seek to wield the full might of the Ghost Warriors.

The jetbike-riding kindreds of Saim-Hann are renowned for their preference for fast, mobile warfare, striking as a serpent before falling back beyond the reach of retaliation.

Theirs is a craftworld of ancient tradition and a proud warrior culture. Famed for its Wild Rider clans, the warriors of Saim-Hann are masters of the skies. If you seek to use blistering speed and the dynamic movement to outmanoeuvre your opponent, then Saim-Hann is your Craftworld of choice.

Now, with their own forces splintered and Chaos rampant, they are tested like never before…. Devoted to the worship of the new-born Aeldari god of the dead, Ynnead, the Ynarri are zealous warriors from the Drukhari, Craftworlds and Harlequins who have forsaken their former oaths in exchange for salvation — and strange, death defying powers.. The Ynnari allow you to combine some of your favourite Aeldari models in a single faction, offering access to incredible heroes with all manner of strange powers.

Though by far the largest and most influential of the Drukhari kabals, the Black Heart has been taught by Vect to never be satisfied, and to rapaciously pursue ever more power. Poisoned weapons, such as splinter rifles, are more effective in Poisoned Tongue armies.

Unleash venomous volleys with your Kabalite Warriors and watch your enemies fall before you! The Kabalites of the Flayed Skull excel in aerial warfare, using their speed and manoeuvrability to harry the most elusive targets. Load up your transports and get them into position easily with the Flayed Skull — flying models have increased movement and accurate firepower, making them exceptionally deadly.

Every weapon produced in the workshops of the Kabal of the Obsidian Rose is a masterpiece, equal in accuracy and lethality to the finest armaments of the other Kabals. Many of the weapons of an Obsidian Rose army operate at longer ranges than others, making this a choice for anyone who wants to engage from a distance and cut down the foe before they reach your lines.

There is no place for frailties amongst the Cult of the Cursed Blade, for they teach that weakness exists only to be exploited by the strong. Stronger than other Wyches, and less likely to flee, Cursed Blade forces are ideal for any player who likes to make an impact and stick around for the late game.

Whether enthralling spectators in the arena or slaughtering their way through an enemy army, the Cult of Strife have developed a penchant for bombastically violent opening manoeuvres which are as beautifully orchestrated as they are viciously deadly. Slashing and stabbing rapidly as they rush into melee, Cult of Strife armies are perfect for players who like to adopt a hit and run approach, hunting enemy units and striking hard.

Wyches of the Cult of the Red Grief revel in high-speed murder, and there is fierce competition amongst their ranks as to who can butcher their victims the quickest. The Prophets of Flesh have modified their own bodies and those of their servants to an extraordinary extent — so much so that few weapons their enemies bring to bear against them can inflict damage greater than that they have already endured.

If you want an incredibly durable force, join the Prophets of Flesh — they are so inured to pain that they can survive even the most vicious attacks that would cripple lesser warriors. The Coven of the Dark Creed has perfected every method of inducing terror, to the extent that their mere presence fills the minds of their enemies with nightmarish dread. The mere presence of the Coven of the Dark Creed makes enemies more likely to flee in terror. Use this coven if you want to reduce enemy numbers quickly with carefully targeted strikes.

The practice of internecine assassinations that exists amongst the Coven of Twelve ensures that weapons and wits are kept razor-sharp at all times, and only those members who are master flesh-carvers survive long.

Coven of Twelve armies want to close with the enemy quickly and butcher them in close combat, their weapons piercing and carving through armour. The Cult of the Four-armed Emperor are cunning, wily and endlessly patient. They are the masters of subterranean assault.

Wherever one of their devoted walks in the open, a thousand more lurk beneath, ready to surge up for the kill. Do you dream of patiently planning a decisive ambush?

Then join the Cult of the Four-armed Emperor. The cultists of the Twisted Helix did not have the Genestealer Curse thrust upon them, but instead voluntarily took it into their society through extreme medical experimentation. They harbour unnumbered bio-horrors amongst their ranks. Play the mad scientist with the Twisted Helix. They excel in the arts of insane alchemy and dark experimentation, creating monstrous hybrids of all sizes and shapes who have the energies of forbidden bio-chemical concoctions boiling through their veins to lend them uncanny strength and speed.

The Pauper Princes believe that greatness can only be found in self-sacrifice and humility. Zealous to the point of mania, they bring the edifice of the Imperium low to ensure the new order can thrive — even if it costs every life save for the Patriarch itself. Do you see your heroes as the stars of your army and everyone else as just cannon fodder? Well, the cultists of the Pauper Princes are so zealous they would gladly hurl themselves on an active frag grenade to protect their cult leaders.

The Hivecult are militant, organised and hierarchical. They infiltrate not only the criminal underworlds and hive gangs of their host planets, but also the Astra Militarum regiments that recruit from them. To the Hivecult, it is a divine duty to be armed and dangerous. The members of the Hivecult are used to fighting in tight-knit military units. If you want a force well-drilled in the use of sidearms as well as repurposed industrial tools, then is your Cult. In battle, they fight with an uncanny discipline that sees them triumph against the odds.

The Cult of the Bladed Cog is born as much of metal as it is of raw human stock, and is further augmented by the extra-galactic anatomies of the Tyranids. This great blend of human, xenos beast and war machine is a deadly threat to its Adeptus Mechanicus hosts. If you see no difference between man, machine and alien then join the Bladed Cog.

Their belief that all three can be made into a single, all-conquering organism has given them a supernatural resilience that makes them strong and hardy combatants. The weather-beaten, rugged survivalists of the Rusted Claw are more at home on the open wastes than they are in the claustrophobic confines of an Imperial underhive.

They are the pioneers, the nomads and the prospectors of their kind. Throw away your material possessions and join the cult of the Rusted Claw.

While they are often clad in rags and tattered leather, the skin and chitin beneath is as hard as oak. The Masque of the Midnight Sorrow numbers many bands of Players, scattered far across the realms of the Aeldari, all fighting a constant war against the Ruinous Powers.

The worshippers of Chaos face few more determined or single-minded foes: these Harlequins will perform any deed to defy She Who Thirsts. Midnight Sorrow units can always be in the right place to launch a devastating counter-attack, making them perfect for players who want to control the flow of the battlefield. Facing the Harlequins of the Laughing God in battle is a terrifying experience, but few masques are as sinister or unsettling as those of the Silent Shroud. The Silent Shroud affect the morale of nearby units, increasing their likelihood of fleeing under fire.

If surgical strikes are your style, you might want to consider the Silent Shroud. Their victims barely have time to realise their danger before the Harlequins are dispensing death throughout their ranks.

The Masque of the Veiled Path epitomises every mistrustful thought and resentful prejudice Humanity has ever held for the Aeldari. Amongst the Asuryani, it is said that to trust the Veiled Path is to step willingly into the void. For all this, they are skilled warriors. The Frozen Stars strike wherever and however they believe will elicit the greatest and grisliest amusement. In some ways they carry themselves as a force for good, striving to inspire their fellow Aeldari and follow the steps of the Final Act.

Frozen Stars armies get more powerful when they play aggressively, and are a good pick if you like to engage quickly and devastate your enemies with a flurry of blows.

In the Dreaming Shadow, the fervour and energy of the Harlequins becomes something grimmer and more funereal. They are the guardians of myriad symbolic underworlds; their charge is to ensure that the dead stay dead, and the slumbering never wake. Mortally wounded warriors of the Dreaming Shadow will attempt to land one final strike upon their foe — perfect if you want to ensure that even in death, your units are effective. Since first settling on the planet Raisa — located upon the very edge of the known galaxy — House Cadmus have taken great pride in their autonomous nature.

In recent times, when the shadow of Hive Fleet Leviathan fell over Gryphonne IV, the Knights of Raisa fought ferociously in its ultimately doomed defence. The destruction of the forge world freed House Cadmus from their obligations to the Tech-Priests, resulting in a change of allegiance that was widely embraced.

The Knights of House Cadmus hone their skills in competitive hunts — they excel at destroying enemy infantry, cutting them down in droves with deadly sweeps of their chainblades and mailed fists. No knightly house exemplifies proud martial tradition like House Terryn. Its Nobles have fought for Humanity since its founding in the 25th Millennium. The house derives its name from Maximilian Terryn, first ruler of the tropical world of Voltoris, a planet colonised at the start of the Age of Strife.

Driving their towering steeds ever onward, the Nobles of House Terryn are amongst the most eager to get to grips with their foes. If you want to thunder across the battlefield, this house is for you. Legend has it, before the STC Knight suits could be completed, settlers were forced to fight these beasts from horseback. Wielding gargantuan weapons with the skill and grace of an expert duellist, scions of House Griffith live for the glory of combat.

Griffith is your house if you want to revel in meeting out justice, up close and personal. There is no knightly house more loyal than House Hawkshroud. Its Nobles have cultivated an impeccable reputation for honouring their debts and keeping their word regardless of the personal cost, often on campaign fulfilling the promises of their lords and laying down their lives to uphold past alliances. Whilst their oaths remain unfulfilled, the Knights of House Hawkshroud will stand and fight to their dying breath.

Ideal for a general who values outlasting their opponents. By the time the antecedents of House Mortan had arrived upon Kimdaria, the mysterious nebula known as the Black Pall surrounded the planet. The Knights of House Mortan know well the value of a well-placed strike — they honour a well-executed killing blow above all else. When fighting at close quarters, they rain deadly-accurate blows upon their quarry, each movement carefully calculated for maximum effect.

Chrysis was the first Knight world to be rediscovered during the Great Crusade. The Nobles of House Krast are driven to take on the largest foes, making them peerless hunters of renegade Knights. Their cold, calculated efficiency gives them the edge in lethal close-quarters battles and duels. Only a handful of cities remain on the Questor Mechanicus world of Kolossi. Ever advancing, the guns of House Raven never once let up. If you want to stomp implacably across the battlefield, unleashing copious amounts of firepower, House Raven is for you.

True servants of the Machine God, the warriors of House Taranis bear the honour of belonging to the first of the knightly houses, and although they bear the names of Noble and Knight, they do not follow the feudal ways of their kin. Founded on Mars, House Taranis believe themselves uniquely favoured by the Omnissiah.

It may well be true — their superbly maintained machines shrug off blows that first seem to have struck true. If you like your enemies stare in disbelief at the amount of punishment you can take, choose House Taranis. Despite being one of the greater houses amongst those aligned to the Adeptus Mechanicus, House Vulker is reclusive and mysterious. Yet when called to war, the Knights of House Vulker leave behind their curious trappings, striding out to do battle with all the surety of their peers.

House Vulker places a premium upon well-coordinated plans for both attack and defence, always engaging the enemy at the optimal distance by utilising carefully cogitated trajectories. The accuracy of their close-range firepower is legendary amongst the knightly houses.

Every other clan knows that the Bad Moons are showy gits with too many teef for their own good. They also know to dive for cover when the yellow-daubed loons open fire — the sheer amount of dakka that a Bad Moons warband kicks out is amazing to behold. Want to show off the biggest, loudest, and shiniest shootas? With all manner of targeting arrays, extra ammo feeds, and bandoliers of additional munitions, Bad Moons can typically lay down more dakka than any other clan. This reputation comes from their tendency to use actual battlefield tactics, often to great effect — nothing surprises an enemy commander like Orks who actually think about how, where, and when to fight.

Their instinctive grasp of battlefield strategy allows them to surprise even the most experienced enemies with their manoeuvres, feints, and ambushes.

Orks of the Deathskulls are cunning, light-fingered, untrustworthy and insular, with a mean streak a mile wide. That said, there are none more skilled when it comes to looting the battlefield and cobbling together weapons and tanks from the resultant junk. Are you superstitious? Is your favourite colour blue? If you want to surge across the battlefield in a roaring green tide, this is the clan for you. Once you get stuck into hand-to-hand combat, the Goffs quickly overwhelm their enemies by dint of sheer violent ferocity.

If it goes fast, kills people violently, and is painted a bright and garish red, then an Evil Sunz Ork probably already has three of it, and undoubtedly wants another. If you feel the need for speed, then go for this Clan and daub your vehicles, warriors, and even yourself bright red. For the Evil Sunz, this practice actually seems to work. Snakebites are traditionalists, and many of them are only one or two rusty rungs above Feral Orks on the ladder of civilisation.

This has never held Snakebite warbands back, however, for when they unleash their tribal fury upon the enemy, there are few who can long withstand it. While other clans may see them as somewhat backwards, their bizarre habit of actually allowing themselves to be bitten by venomous serpents to prove their toughness, means that they breed remarkably resilient warriors. Freebooterz are outcasts from Ork society, greenskins who by choice or through exile have left their tribe and clan behind.

They rampage around the galaxy in piratical mercenary warbands, fighting together even as they compete viciously with each other to accrue the most loot. Please can someone link the manual in PDFs format? Patschge View Profile View Posts. Thanks I was looking for at least this. At least i can look at this at my leisure. Searching for answers in game playing sucks.

I also found this. Last edited by Coup d' oeil ; 28 May, pm. Per page: 15 30 Date Posted: 25 May, am. Posts: 3. To return the camera to the default angle and height, press the Backspace key. To select a unit, click on the model or the icon above the unit's head.

Alternatively, click on their squad portrait or use the designated hotkey the number keys. At a glance, you can see the health of each squad leader, how many members each squad has and which hotkey is associated with it. Click on the squad portrait once to select it, or double-click to center the camera on that unit. To use the unit's special abilities, click on the icons along the top of this panel.

To select several units at once, click and hold down the Left Mouse button , then drag the mouse to create a box. Release the Left Mouse button when the box surrounds the squads you want to select. You can quickly select a unit by pressing the number on the keyboard of the hotkey associated with it.

For example, the Force Commander is number one: to select him using his hotkey, press the 1 key on the keyboard. Moving a Unit — To move a unit, first select it, then click with the Right Mouse button on the position you want it to move to. Attacking with a Unit — To order a unit to attack an enemy, select that unit, then place the mouse pointer over an enemy. When the targeting reticule appears, click the Right Mouse Button to order an attack on that enemy. They will also make better use of cover.

Suppression — Rapid-fire and sniper weapons cause suppression. When your units are suppressed, the icon above the squad on screen blinks red, and they move and fire much more slowly. Until that time elapses, the weapon cannot fire. You can see the progress of the setup in the icon above the squad. Facing — Set-up weapons cannot rotate freely, so you must point them in the right direction.

To tell a unit which way to face, first select that unit. With your unit selected, click and hold the Right Mouse button on the location you want them to move to, then drag the mouse pointer in the direction that you want them to face. Release the Right Mouse button to order your units to that position. Using Cover — Cover helps to shield your units from enemy fire.

If green dots appear on the terrain when moving your units, this means that location is an area of heavy cover. Yellow dots represent light cover, while white dots mean that location is not in cover. To get into cover, place your mouse cursor at the desired cover location and then give your units a move order to get there. Most objects in the world provide some form of cover. In a firefight, cover can make all the difference between victory and defeat.

Clearing Buildings — Enemies in buildings are much harder to kill, as they benefit from cover and elevation. Try using frag grenades or other explosive devices to get rid of them.

Using Buildings — You can enter buildings to give your units better protection. To do so, select a unit and place the mouse pointer on the building you want to enter.

If your unit can enter the building, the mouse pointer will become a green arrow icon. Finally, click the Right Mouse button.

Your units will automatically move towards the building, enter it and take up firing positions at the windows. Exiting Buildings — To exit a building, select that building then click on the Exit All icon in the bottom-right corner of the screen.

Falling Back — To have your units fall back to safety, click the Fall Back icon in the bottom-right corner of the screen. The selected unit will retreat to the closest relay you control. Bosses — You will face elite enemies with special powers and higher stats. Throughout the campaign, you will choose missions from the distress signals transmitting onto your Starmap.

Wage war and purge the planets of the Imperium from the heretic Eldar, the pillaging Orks, and the ravaging Tyranid threats. In addition, completing missions and defeating enemies will provide you with new wargear and attribute points. As the campaign progresses, dropped wargear will become more powerful and can be equipped on the Squad Loadout Screen to increase the power and abilities of the squad that equips it.

You can also spend attribute points to further increase the power and abilities of your squads. You must name your Force Commander and choose a difficulty, then click Accept. This will begin your single-player Space Marines campaign. A squad's energy is shown by the purple bar on the unit info panel. Global Abilities — Global abilities are granted in special circumstances and represent additional support from the orbiting strike cruiser. These abilities appear in a special area and can be used without selecting a particular unit.

Limited-use Abilities — Frag Grenades, Demolition Charges, and Stimulant Packs are examples of the limited-use abilities available to the player. Their ability icons include a number, showing the remaining uses this mission. You can replenish these abilities by picking up supply drops. Ranged Abilities — Many abilities have a range beyond which they will not function. The range will appear as a dotted line on the terrain.

Your Force Commander will become temporarily immune to knockback from enemy attacks, and in turn will perform a special melee attack. Any other units that are within range of the Force Commander's Battle Cry also receive a boost to their damage output. Then, left-click on the location you want to Thaddeus to jump to. Demolition Charges — To use demolition charges, first select the squad that has them by default, Cyrus. Next, left-click on the Demolition Charge ability icon, and then left-click on the location where you wish to throw the demolition charge.

Drop Pod Ability — If you are far from a secured Teleporter Relay Beacon or strategic asset and need to reinforce, you can use a drop pod. Left-click on the Drop Pod ability icon. Then left-click on the area where you want the drop pod to arrive. Focus Fire — Avitus can increase his damage output by using Focus Fire. His weapon will do more damage until you turn the ability off or he runs out of energy.

To turn the ability off, just left-click on the icon a second time. Frag Grenades — To use frag grenades, first select the squad equipped with them by default this is Tarkus , then left-click on the Frag Grenade ability icon. Now, move the cursor to the location you wish to throw the grenade at, and then left-click again. Only vehicles, huge creatures and bosses are too tough to take out with a single shot.

To use the ability, select Cyrus and click on the High-Powered Shot ability icon. Finally, left-click on an enemy unit. Infiltrate — To use Infiltrate, select Cyrus and left-click on the Infiltrate ability icon. Cyrus and his squad will remain invisible to the enemy until you turn the ability off or he runs out of energy.

Players who venture too close to the enemy may be partially revealed. Then, left-click on the Stimulant Pack ability icon. All your units within range will be healed, and any incapacitated squad leader will be revived. Tactical Advance — Tarkus can use Tactical Advance to break suppression. Select Tarkus and left-click on the Tactical Advance ability icon.

His squad will be immune to suppression and take less damage until you turn the ability off or he runs out of energy. To Victory! To use this ability, first select the Force Commander, then left-click on the To Victory! Finally, left-click on a target unit. While charging, the Force Commander can knock over other enemies and even destroy walls. Turret Ability — During certain missions, you will have access to Tarantula turrets. To deploy Tarantula turrets, first left-click on the Tarantula turret ability icon, then left-click to select a deployment location.

Level Up — Units can level up by killing enemies on the battlefield. When one of your units has leveled up, they will briefly display a level up animation. When you complete the current mission you will be able to make the unit even stronger by increasing its stats and unlocking new abilities. Reinforcement — You can reinforce a squad that has suffered casualties to bring it back to full strength.

Move the squad near a Beacon or Strategic Asset you have secured, and reinforcements will appear automatically.

The number appearing above the Beacon or Strategic Asset indicates how many squad members still need to be reinforced. You can also reinforce at the drop pod that delivered your squads at the beginning of the mission. Reviving Fallen Squad Leaders — To revive a fallen squad leader, select one of your conscious units, then right-click on the hero whom you wish to revive.

If there is a fallen unit within range, you can use a Stimulant Pack to revive it. The squad must remain stationary until the array is secured.

Supply Crates — Supply Crates throughout the mission glow with a yellow aura. Within the crates are supplies. To pick up supplies from a crate, have one of your units destroy it. Once destroyed, supplies will appear on the battlefield. Left-click on them. This will replenish your limited use abilities such as frag grenades, demolition charges, and health-packs.

Wargear Pickup — Wargear is special equipment that makes your characters more powerful. Enemies will sometimes drop wargear when they die. To pick up a piece of wargear, left-click on it. You will also be rewarded with wargear for completing certain missions. You will have access to wargear acquired on the battlefield or as a reward once you have completed your current mission.

Hero Wargear — Each hero in Last Stand keeps an inventory of wargear to equip before entering a match. The role of your hero is heavily determined by what wargear they bring. Wargear grants all the abilities they can potentially use, as well as providing character traits and enhancing character stats. New wargear, and thus new abilities and versatility, are gained by leveling up. Levelling — When a game of Last Stand ends, all heroes in that game gain experience, which can cause them to level up.

Experience is always equally distributed amongst team members based on the overall team score. So even at low levels, heroes can be just as powerful as those at high levels - but having a higher level hero will give you more options and ways of playing your character.

Scoring — The goal of Last Stand, besides survival, is to earn as high a score as possible. Your Multiplier is increased by capturing and retaining control of the two capture points in the arena, killing an entire wave of enemies rapidly, and staying alive. With good teamwork, you can increase your multiplier to over , resulting in huge scores for each enemy slain! Reviving Teammates — It is inevitable that either you or one of your teammates will be killed by the swarms of enemies in Last Stand, but so long as at least one of you is still alive, they can be revived and resume fighting.

The surviving hero will move to the fallen hero and, after several seconds, bring the fallen hero back to life with partial health. Be warned, if the rescuer is knocked back, killed, or enters a new command, the revival attempt will be interrupted.

The versatile Space Marine Captain is a master of the battlefield. He can lay waste to enemies with his melee and ranged weapons, and has the highest capacity for health and health regenerative bonuses. He is able to take this weight and throw it around, charging or jumping into the fray knocking down enemies. The Space Marine Captain is a juggernaut, capable of stunning, taunting, and knocking down enemies while tearing them apart with his weapon of choice.

Capable of dealing enormous amounts of damage, the melee oriented Farseer must get close to enemies to unleash her fury. To compliment her melee prowess, the Farseer hits enemies from afar with pure psychic energy to rip them apart or turn them against each other, causing them to recklessly attack their comrades.

Master of utility, the Mekboy has a weapon for every occasion. The Burna scorches large groups of enemies, while the Big Shoota wears down any larger single targets. Need more crowd control? His Rokkit Launcha keeps small clusters of enemies knocked down, while the Deffgun Dakka can lay down suppressive fire on large groups.

The Mekboy has an odd, but effective arsenal of technology to assist his allies. His Booby Traps slow down and debilitate enemies. His Mega-Rumblah causes the earth to shake, stunning all enemies in view. His Bouncy Shield turns him, or an ally, into a living bowling ball, knocking down any nearby enemies and protecting allies from close range attacks. A team battle pits two teams of up to three human or CPU players against each other.

A head to head is a match between you and one other player, either CPU or human. Victory Points — You can win the game by capturing victory points. When you control more victory points than your opponent, their victory point counter will slowly drain.

When your opponent controls more points than you, your victory point counter will drain. Annihilate — You can take the fight directly to your opponents and destroy their bases. If you eliminate all enemy bases, you win the match. You need requisition and power to purchase units and upgrades for your army. Capture points on the map to increase the amounts of requisition and power you are earning. Requisition — Requisition is the primary resource used for purchasing units.

Be sure to capture requisition points. Power — Power is required for advanced units and upgrades. Capture power nodes to increase your power income. Power nodes can be upgraded, allowing you to build up to three generators that will produce even more resources for your team. Shared Resources — Your entire team benefits from capturing points and upgrading power nodes. They benefit equally from a fully upgraded power node.

Be careful to protect your economy! Global Abilities — Each race has a global resource earned in battle by fighting, capturing points, killing and dying.



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