The Confluence⌕
ARMY RULES

Faction Detachments

Faction-specific ways to wage war and the Stage rules they unlock.

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TS

Thousand Sons Detachments

Grand Coven, Rubricae Phalanx, Hexwarp Thrallband, Sekhetar Cohort, Ritual of Regeneration. Full active Stage rules are shown when selecting a Detachment in Army Builder and during Play Mode.
AE

Aeldari Detachments

Warhost, Seer Council, Armoured Warhost, Spirit Conclave, Ghosts of the Webway. Full active Stage rules are shown when selecting a Detachment in Army Builder and during Play Mode.
TA

T’au Detachments

Mont’ka, Kauyon, Auxiliary Cadre, Retaliation Cadre, Kroot Hunting Pack. Full active Stage rules are shown when selecting a Detachment in Army Builder and during Play Mode.
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Adeptus Astartes Detachments

Shared by every Chapter.
A1

Battle-Brother Cohort

Astartes squads operate as parts of a single battle plan, passing information and orders between one another with superhuman speed and discipline.

Stage I — Tactical Relay
Once per Battle Round, after a friendly Astartes unit completes its activation, choose one different friendly Astartes unit within 8" that has not activated this Battle Round.

The first ability that unit uses before the end of the Battle Round that costs AP costs 1 less AP, to a minimum of 0.

Stage II — Shared Battleplan — PROVISIONAL
When choosing a unit for Tactical Relay, you may measure the 8" range from either the unit that just activated or from any friendly Astartes Specialist within 8" of that unit.

Stage III — Synchronized Execution
Once per Battle Round, when a friendly Astartes unit is chosen for Tactical Relay, you may have that unit immediately activate before your opponent activates another unit.

That unit still counts as having activated normally this Battle Round.
A2

Angels of Death

For ordinary soldiers, witnessing the violence of an Astartes assault can be enough to shatter discipline and send entire formations into panic.

Stage I — Transhuman Dread
When a friendly Astartes unit destroys an enemy unit, every other enemy unit within 6" of the destroyed unit must immediately make a Battle Shock test.

Stage II — Panic Cascade
Once per Battle Round, when an enemy unit fails a Battle Shock test caused by Transhuman Dread, choose one other enemy unit within 6" of that unit.

That unit must immediately make a Battle Shock test.

Panic Cascade cannot trigger another Panic Cascade.

Stage III — And They Shall Know Fear
Enemy Battle Shock tests caused by Transhuman Dread or Panic Cascade have Disadvantage.
A3

Independent Strike Teams

Small groups of Astartes are expected to operate without support, independently assessing the battlefield and completing objectives that would require entire formations of lesser troops.

Stage I — Mission Autonomy
Once per Battle Round, when a friendly Astartes unit begins its activation with no other friendly Astartes unit within 8", you may choose that unit for Mission Autonomy.

During that activation, it may perform one Action that would normally replace its attack and may still make its normal attack during that activation.

All other restrictions of that Action still apply.

Mission Autonomy may only be used by one unit per Battle Round.

Stage II — On-Site Judgement
When the unit chosen for Mission Autonomy performs an Action that would normally replace its attack, it may also perform one additional non-Attack Action during that activation.

The additional Action cannot be Advance and cannot be an Action that causes the unit to make an attack.

Mission Autonomy may still only be used by one unit per Battle Round.

Stage III — Independent Response
Once per Battle Round, after an enemy unit completes its activation, you may choose one friendly Astartes unit that has not activated this Battle Round and has no other friendly Astartes unit within 8".

That unit may immediately activate before your opponent activates another unit.

If it does, that unit becomes the unit chosen for Mission Autonomy this Battle Round.

Mission Autonomy may still only be used by one unit per Battle Round.
A4

Armoured Task Force

Astartes armour does not operate separately from its battle-brothers. Infantry, transports, battle tanks and Dreadnoughts advance as elements of the same rapidly moving formation.

Stage I — Close Support
Once per Battle Round, after a friendly Astartes Vehicle completes its activation, choose one friendly Astartes Infantry unit within 6" of that Vehicle.

That Infantry unit may immediately move up to 3".

This movement cannot enter Engagement Range.

If the Vehicle has Transport and the chosen Infantry unit is embarked within that Vehicle, the unit may instead immediately disembark within 3" of the Vehicle without performing the normal Disembark Action.

Stage II — Keep Pace
Once per Battle Round, after a friendly Astartes Infantry unit completes its activation within 6" of a friendly Astartes Vehicle, choose that Vehicle.

If the Vehicle has Transport and the Infantry unit is eligible to embark, that Infantry unit may immediately embark without performing the normal Embark Action.

Otherwise, the Vehicle may immediately move up to 3".

This movement cannot enter Engagement Range.

Stage III — Armoured Assault
Once per Battle Round, when Close Support causes a friendly Astartes Infantry unit that has not activated this Battle Round to move or disembark, that Infantry unit may immediately activate before your opponent activates another unit.

That unit still counts as having activated normally this Battle Round.
A5

Command Echelon

Astartes officers and specialists are not static battlefield attachments. Command, expertise and authority are redirected wherever the developing battle requires them most.

Stage I — Delegated Command
Once per Battle Round, at the start of a friendly Astartes unit’s activation, choose one friendly Astartes Specialist within 8".

That Specialist may immediately become Support for that unit until the end of the Battle Round, following the normal Support rules.

The Specialist does not need to begin the Battle Round attached to that unit.

Stage II — Battlefield Reassignment
When a Specialist acting as Support through Delegated Command separates from a unit, it may immediately move up to 3".

This movement cannot enter Engagement Range.

Stage III — Chain of Command
Once per Battle Round, when a friendly Astartes unit within 8" of a friendly Astartes Character or Specialist completes its activation, choose another friendly Astartes unit within 8" of that Character or Specialist that has not activated this Battle Round.

That unit may immediately activate before your opponent activates another unit.

That unit still counts as having activated normally this Battle Round.
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Sylvaneth Detachments

Five ways for a wargrove to wage war without requiring specific units.
S1

Glade Defenders

The wargrove turns ground already won into living territory, closing around intruders and answering violence with immediate retaliation.

Stage I — Defend the Glade
Once per Battle Round, when an enemy unit ends a movement within 6" of an Objective you control, choose one friendly Sylvaneth unit within 6" of that Objective. That unit may immediately move up to 3". This movement may end in Engagement Range.

Stage II — The Glade Remembers
Once per Battle Round, when a friendly Sylvaneth unit within 6" of an Objective you control is damaged by an enemy attack, choose another friendly Sylvaneth unit within 6" of that Objective. Its next attack against the attacker gains Advantage.

Stage III — Vengeance of the Glade
Once per Battle Round, after an enemy unit completes an activation within 6" of an Objective you control, choose one friendly Sylvaneth unit within 6" of that Objective. It may either move up to 3", including into Engagement Range, or make one attack against that enemy if eligible.
S2

Lords of the Clan

Ancient regenerative strength suffuses the wargrove. Wounds seal, bark hardens and spirits that should have fallen refuse to be uprooted.

Stage I — Ancient Regrowth
Once per Battle Round when you resolve Endless Growth, one unit affected by it restores 1 additional HP.

Stage II — From Root and Bough
Once per Battle Round, after a unit regains HP through Endless Growth, increase its Minor Threshold by 2 until the start of the next Battle Round.

Stage III — The Forest Endures
Once per Battle Round, when a friendly Sylvaneth unit eligible for Endless Growth would be reduced to 0 HP, it instead remains at 1 HP. A unit can benefit from The Forest Endures only once per battle.
S3

Followers of Kurnoth

The entire wargrove adopts the hunter-god’s relentless discipline, pursuing chosen prey and closing every route of escape.

Stage I — On the Scent
At the start of each Battle Round, choose one enemy unit as your Quarry. Once per Battle Round, after the Quarry completes a movement, choose one friendly Sylvaneth unit within 12" of it. That unit may move up to 3" towards the Quarry without entering Engagement Range.

Stage II — Closing the Circle
While the Quarry is within 6" of two or more friendly Sylvaneth units, attacks against it ignore Light Cover. Once per Battle Round, one attack made against the Quarry while it is surrounded this way gains Advantage.

Stage III — No Escape
Once per Battle Round, when the Quarry moves away from a friendly Sylvaneth unit, choose a different friendly Sylvaneth unit within 12" of the Quarry. It may immediately move up to half its Move towards the Quarry without entering Engagement Range. When the Quarry is destroyed, immediately choose another Quarry.
S4

Outcasts

The darkened spirit-song turns fear into a weapon. Enemies bolt from safe positions and panic ripples through formations as unseen things move between the trees.

Stage I — Things Between the Trees
Once per Battle Round, when an enemy unit fails a Battle Shock Test within 6" of a friendly Sylvaneth unit, you may immediately move that enemy unit up to 3". It must finish farther from the nearest friendly Sylvaneth unit than where it began and cannot enter Engagement Range.

Stage II — Nowhere Is Safe
An enemy moved by Things Between the Trees cannot benefit from Light Cover until the start of the next Battle Round.

Stage III — Panic Spreads
Once per Battle Round, after an enemy is moved by Things Between the Trees, choose another enemy unit within 6" of where it finishes. That unit must immediately make a Battle Shock Test.
S5

The Everchanging Seasons

The wargrove fights to the rhythm of Ghyran itself. Spring, Summer, Autumn and Winter alter the army’s priorities as the battle advances.

Stage I — The Turning Year
The battle begins in Spring and advances automatically each Battle Round: Spring → Summer → Autumn → Winter → Spring. Spring — New Growth: once per Battle Round, after a friendly Sylvaneth unit ends a movement within 3" of an Objective you control, it may restore 1 HP. Summer — Wild Hunt: once per Battle Round, after a friendly Sylvaneth unit ends a movement, it may immediately move an additional 3"; this movement cannot end in Engagement Range. Autumn — The Reaping: once per Battle Round, when a friendly Sylvaneth unit damages an enemy that has already lost HP this Battle Round, add 1 matching Damage Die to that attack. Winter — Dormancy: once per Battle Round, when a friendly Sylvaneth unit is targeted by an attack, increase its Minor and Major Thresholds by 2 for that attack.

Stage II — In Season
At the end of each Battle Round, choose one friendly Sylvaneth unit. Until the end of its next activation, it retains the benefit of the season that just ended as well as benefiting from the new season.

Stage III — The Cycle Eternal
Once per battle, at the start of a Battle Round, instead of progressing normally, choose which season begins. After that Battle Round, the natural cycle continues from the chosen season.