21 chapters
Rules
Before the GameChapters 1–2
The Turn SequenceChapters 3–7
Rules by SubjectChapters 8–12
12. Vehicle Rules
- Vehicle Datafax
- Vehicle Cards
- Crewing Vehicles
- Moving Vehicles
- Motive Types
- Transporting Troops
- Out of Control
- Collisions, Ramming & Overruns
- Shooting From Vehicles
- Armour Penetration
- Damage
- Repair
- Vehicle Squadrons & Support Weapon Batteries
- Bikes & Trikes
- Dreadnoughts & War Walkers
- Space Marine Dreadnoughts
- Skimmers
- Drop Pods
Faction Specific RulesChapters 13–21
17. Eldar Rules
- Exarch Warrior Powers
- Armour (Wraithguard)
- Cavalry (Exodites)
- Commander (Avatar)
- Counts as a Daemon
- Fights Alone
- Flip
- Harlequin
- Harlequin (Solitaire)
- Iron Body
- Leaders (Pirates)
- Leadership (Phoenix Lords)
- Proximity to Eldar
- Psychic Powers (Shadow Seer)
- Psychology (Solitaire)
- Psychology and Leadership (Avatar)
- Special Invulnerabilities
- Special Invulnerabilities (Codex Eldar)
- Strategy (Eldrad)
18. Orks Rules
- Waaagh! Power
- First Turn and Missions
- Badrukk's Ripper Gun
- Battle Cannon Recoil
- Charge Bonus
- Cyboar Chemical Injection
- Gretchin Assistants
- Incredible Good Luck
- Leadership (Boarboyz)
- Mad!
- Madmob
- Runtherdz
- Save (Boarboyz)
- Snotlings
- Speed Freak
- Strategy (Nazdreg)
- Transport (Wazdakka)
- Waaagh! (Ghazghkull)
- Weirdboy Minderz