CHESS – THE BASICS

Warhammer 40,000: Regicide features ‘Classic’ mode – the original game of Chess complete with brutal capture sequences. If you’re familiar with the rules of Chess, the in-game Chess Tutorial will familiarise you with the interface in Warhammer 40,000: Regicide via a short directed game.

Below we cover a few of the basics of Chess, and introduce you to the Warhammer 40,000 characters representing the different various units in the game.

THE BOARD

The player controls a set of colour-themed pieces, traditionally White and Black. The ‘White Player’ is an expression often used to refer to the player that moves first. References to positions on the board are considered from the perspective of the White Player.

The board in chess is made up of 64 squares arranged in an 8×8 grid. Eight files are lettered from A to H (left to right, from the White player’s perspective). Eight ranks are numbered 1 to 8 (bottom

to top, from the White player’s perspective).

 

 

A position on the board is notated by the corresponding letter and number. For example, Rooks begin play in the corner tiles; A1, H1, A8 and H8. The Pawn on A2 can move forward to A3 and A4, and so on.

MOVING PIECES

Pieces that can be moved will be shown by a blue-highlighted square beneath them at the beginning of the turn.

Left-clicking on a piece will select it. When a piece that can move is selected, you will see its possible moves highlighted on the board. If it is able to move in such a way that will eliminate or ‘capture’ an enemy piece, it will be highlighted red.

SPECIAL MOVES

Some Piece are capable of a special form of movement, these are known as En Passant and Castling.

En Passant is a rare move that a Pawn can make if an enemy Pawn makes a two tile move and ends up directly to the left or right of your unit. Your Pawn make then make a diagonal move behind the Pawn and capture it despite not ending on the same tile. This move must be made at the very first opportunity or it can not be made at all.

Castling is a special move that allows you to move two pieces at a time! This move involves the Rook and King. If neither piece has moved from their original position (You cannot move them out of it and back!), your King cannot be in Check and there may not be any pieces in between them you may ‘Castle’. The King and Rook will end their move on either side of each other. This move can allow you to move your King two spaces in a single move.

REGICIDE – THE BASICS

Regicide is a turn-based tactical game based on the mechanics of Chess. A few key differences in Regicide result in a very different game.

Where the goal in Chess is to ‘checkmate’ the opposing King, goals in Regicide are flexible. In different missions you may need to capture certain parts of the board, dominate key locations, survive for a number of turns, eliminate specific enemy units and more.

There are two phases to each turn; a Movement Phase that is almost identical to a turn in Chess, and an Initiative Phase that allows the player to utilise a range of abilities appropriate to their personal strategy.

WINNING AND LOSING

There are two basic win conditions in Regicide: Checkmate and Regicide.

Winning
Checkmate works the same as it does in Chess – Have the opponent’s King in check, with no way for it to escape. Alternatively, a game can be won by reducing the opposing King’s health to 0.

Losing
When playing a Live or Asynchronous Match, it is also possible to lose the game by having your Turn Timer run out. For live matches, this is three (3) minutes per turn. For Asynchronous matches, players have up to twenty-four (24) hours per turn.

Drawing
If an opponent cannot make any legal moves, the game ends in a draw. This most frequently happens when only an opoonent’s king is left on the board, but is not in check. Be careful not to let your enemy move into a position where this is possible.

Special Objectives
In the Campaign, there will sometimes be special objectives required in order to complete the mission. They are as follows:

A Kill is the removal of a unit with an ability in the Initiative Phase.
A Capture is the removal of a unit with a standard Chess move.
An Elimination is the removal of a unit by any means; either a kill or a capture.
A Seize Ground objective requires you to reach a specific board position.

THE GAME TURN

THE MOVEMENT PHASE

The Movement Phase is identical to a turn in Chess. A single ‘piece’ or unit may be moved, depending on that unit’s movement rules. Moving onto an enemy unit’s square – known as a ‘capture’ in Chess teminology – will eliminate that unit.

Differently to Chess, in Regicide you can use Abilities in the subsequent Initiative Phase that may allow you to ‘kill’ other pieces, or even move differently.

The term ‘eliminate’ is used to refer to an action that removes an enemy from play, more about this is covered in the How to Win section.

A list of units and the Chess pieces they represent can be found in the Units section.

THE INITIATIVE PHASE

The Initiative Phase is what makes a game of Regicide unique. Each turn you are allotted three (3) Initiative Points or IPs for use during the Initiative Phase.

IPs are usually consumed when Player Abilities and Unit Abilities are activated.

Player Abilities are specific to the Faction being controlled by the player. They can typically affect any friendly or enemy unit, depending on what they do.

Unit Abilities are specific to individual units. Some, such as the Snap ShotAssault and Go To Ground abilities are generic – all units can perform them or variants.

Others are unique to that Unit Type; an example being the Stikkbomb  available to Ork Shoota Boy and Stormboyz. Others still are specific to both Faction and Unit Type.

The Initiative Phase ends when all Initiative Points have been used, or when the player chooses to End Turn.

SPACE MARINES

The Space Marines – warriors of the Adeptus Astartes – are the finest soldiers humanity has to offer. They are genetically enhanced post-humans; their predecessors engineered by the Emperor himself over ten thousand years ago. Made for war, they are unflinching, powerful, and utterly without fear.

The forces of the Adeptus Astartes are represented by individualised ‘Chapters’ of roughly a thousand warriors. Many Chapters are able to trace their lineage back to the founding Legiones Astartes, with whom the immortal Emperor carved out his mighty Imperium.

PAWN

TACTICAL SPACE MARINE

In both Classic and Regicide game modes the Tactical Marine fills the equivalent role of the Pawn in Chess. Numerous and strategically vital for a flexible approach, their strength is that of all Space Marines. They are tough, skilled and wear high quality armour.

The Tactical Marine is typically an experienced Space Marine warrior who has proven his mastery of the many facets of warfare. They are armed with the deadly boltgun; a powerful firearm that launches mass-reactive explosive bolts.

ROOK

SPACE MARINE TERMINATOR

In both Classic and Regicide game modes the Terminator fills the equivalent role of the Rook in chess. They are akin to walking tanks; equipped in kind with powerful weaponry. They are tough, skilled and wear the highest quality armour.

The Terminator is a hero among humanity’s finest. Clad in a baroque suit of highly advanced armour, he is invariably a veteran warrior of his chapter. They are armed with the mighty Power Fist and a devastating Assault Cannon.

KNIGHT

ASSAULT SPACE MARINE

In both Classic and Regicide game modes the Assault Marine fills the equivalent role of the Knight in Chess. In addition to being able to move over other units, they are tough, skilled and wear high quality armour.

The Assault Marine has a specialist role – to close in and take the fight to the enemy. Equipped with a Bolt Pistol and Chainsword, they bring death from above with the assistance of their jet-powered Jump Packs.

BISHOP

DEVASTATOR SPACE MARINE

In both Classic and Regicide game modes the Devastator fills the equivalent role of the Bishop in chess. Able to target foes through narrow fire-lanes, they are tough, skilled and wear high quality armour.

Devastators are Space Marines equipped with heavy weapons that are the namesake of their effect on the battlefield. The Heavy Bolter is one such weapon, launching fist-sized explosive bolts at a high rate of fire.

QUEEN

SPACE MARINE LIBRARIAN

In both Classic and Regicide game modes the Librarian fills the equivalent role of the Queen in Chess. Able to manoeuvre and attack with great flexibility and power, they are twice as deadly as any of their brothers if only for their unique source of power.

Librarians are Space Marines gifted with the ability to manifest terrible psychic powers. He is armed with a Force Staff – a focus for his powers as much as a melee weapon.

KING

SPACE MARINE CAPTAIN

In both Classic and Regicide game modes the Captain fills the equivalent role of the King in Chess. The role of the King in Regicide is somewhat different to in Chess.

The Captain is a unique individual. Proven heroes among ranks of superhuman warriors, they are tasked with responsibility for their brothers and leadership on the battlefield. The best wargear is available to them, including finely-crafted Artificer Armour.

CHAPTERS

BLOOD ANGELS

Amongst the longest-lived of all Space Marines, the Blood Angels are known dually for as heroes of the Imperium and for their blood thirsty nature in battle. Despite the nobility of the Sons of Sangunius they are plauged by flaws in their gene-seed that turn them from angelic heros to violent berzerkers. 

In Regicide, the Blood Angels are a versatile faction, able to dish out punishment at both close range and at a distance. They are the baseline Space Marine faction, capable of adapting to any situation.

REGICIDE CHARACTERISTICS

Blood Angels Tactical Marine Assault Marine Devastator Terminator Librarian Captain
Weapon Skill 4 5 5 5 5 6
Weapon Strength 4 4 4 4 4 4
Toughness 4 4 4 4 4 4
Armour 5 5 5 5 5 5
Wounds 8 8 8 8 10 12
Ability 1 Snapshot Snapshot Snapshot (+1) Snapshot Snapshot Snapshot
Ability 2 Assault (+1) Assault (+1) Assault (+1) Assault (+1) Assault (+1) Assault (+1)
Ability 3 Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground
Ability 4 Frag Grenade Hammer of Wrath Take Aim Crux Terminatus Life Leech Thunderfire Bombard
Ability 5   Krak grenade Suppressing Fire   Shockwave  

 


RAVEN GUARD

Stealth specialists, the Sons of Corax are patient hunters who prefer to meticulously spring on their prey when the time is right rather than charge the enemy in open battle, perhaps to the disdain of their cousin chapters. The Raven Guard favour swift, surgical strikes at the heart of the enemy, an enemy that may not know they’re under attack at all until it is too late.

In Regicide, the Raven Guard are a faction that specialize in making bold maneouvers and vanishing before the enemy can respond to them. They achieve this through the use of their Stealth ability, which causes them to become untargetable for a single turn. This allows them to assassinate targets with captures, with little fear of reprisal.

REGICIDE CHARACTERISTICS

  Tactical Marine Assault Marine Devastator Terminator Librarian Captain
Weapon Skill 4 6 4 4 5 6
Weapon Strength 4 4 4 4 4 4
Toughness 4 4 4 4 4 4
Armour 5 5 5 5 5 5
Wounds 8 8 8 8 10 12
Ability 1 Snapshot Snapshot Snapshot (+1) Snapshot Snapshot Snapshot
Ability 2 Assault Assault (+1) Assault Assault Assault Assault (+1)
Ability 3 Stealth Stealth Stealth Stealth Stealth Stealth
Ability 4 Frag Grenade Hammer of Wrath Take Aim Crux Terminatus Life Leech Thunderfire Bombard
Ability 5   Krak grenade Suppressing Fire   Smite  

 


ULTRAMARINES

Perhaps the most renown of all chapters, the Ultramarines are highly disciplined soilders who proudly follow the teachings of their primarch through the Codex Astartes. The Ultramarines boast a host of succesor chapters and are known all of the Imperium of their more than impressive victory honours. 

In Regicide, the Ultramarines are a powerful ranged faction. Their higher accuracy lets them pick at targets at a distance without needing to get too close, and their pawns’ Know No Fear ability prevents them from being locked down by pin so they can keep up their fire.

REGICIDE CHARACTERISTICS

  Tactical Marine Assault Marine Devastator Terminator Librarian Captain
Weapon Skill 5 5 6 6 6 6
Weapon Strength 4 4 4 4 4 4
Toughness 4 4 4 4 4 4
Armour 5 5 5 5 5 5
Wounds 8 8 8 8 10 12
Ability 1 Snapshot Snapshot Snapshot (+1) Snapshot Snapshot Snapshot
Ability 2 Assault Assault (+1) Assault Assault Assault Assault (+1)
Ability 3 Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground
Ability 4 Know No Fear Hammer of Wrath Take Aim Crux Terminatus Life Leech Thunderfire Bombard
Ability 5   Krak grenade     Shockwave  

 


DARK ANGELS

First among chapters, the Dark Angels are a powerful yet secretive chapter with a shrouded history stretching back to the Horus Heresy. Grim and relentless warriors, the Dark Angels will meticulously cut down their foes to the last, without mercy or respite, wether it be a battle company or their fearsome Deathwing or Ravenwing companies. 

In Regicide, the Dark Angels bring their powerful Deathwing Terminators to the table. Their increased firepower makes them an even more potent threat in the later stages of the game when they can really shine – Perfect for a player who’s aiming for the long-game.

REGICIDE CHARACTERISTICS

  Tactical Marine Assault Marine Devastator Terminator Librarian Captain
Weapon Skill 4 4 4 6 5 6
Weapon Strength 4 4 4 4 4 4
Toughness 4 4 4 4 4 4
Armour 5 5 5 5 5 5
Wounds 8 8 8 10 10 12
Ability 1 Snapshot Snapshot Snapshot (+1) Snapshot Snapshot Snapshot
Ability 2 Assault Assault (+1) Assault Assault Assault Assault (+1)
Ability 3 Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground
Ability 4 Frag Grenade Hammer of Wrath Take Aim Crux Terminatus Life Leech Thunderfire Bombard
Ability 5   Krak grenade Suppressing Fire Take Aim Shockwave  

 


SPACE WOLVES

Savage combatants, the Space Wolves utterly eschew the Codex Astartes. Space Wolf squads operate more as a pack of hunters. Known as ill-disiplinced but highly skilled fighters the Space Wolves are a vicious force on the battlefield, especially when they get their claws on the enemy. 

In Regicide, the Space Wolves are a powerful assault faction who thrive when getting up close and personal with their enemies. Their powerful assault means that they hit as hard in melee, and their higher health makes sure that they can take some punishment in return.

REGICIDE CHARACTERISTICS

  Tactical Marine Assault Marine Devastator Terminator Librarian Captain
Weapon Skill 3 3 4 4 4 5
Weapon Strength 4 4 4 4 4 4
Toughness 4 4 4 4 4 4
Armour 5 5 5 5 5 5
Wounds 10 10 10 10 12 16
Ability 1 Snapshot Snapshot Snapshot (+1) Snapshot Snapshot Snapshot
Ability 2 Assault (+2) Assault (+2) Assault (+2) Assault (+2) Assault (+2) Assault (+2)
Ability 3 Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground
Ability 4 Frag Grenade Hammer of Wrath Split Fire Crux Terminatus Life Leech Thunderfire Bombard
Ability 5   Krak grenade Suppressing Fire   Shockwave Rally Cry

 


WHITE SCARS

Masters of the hunt, known for hitting hard and fast, the White Scars crash into their opponents like a tsunami before withdrawing to strike again. The White Scars are led to war by their powerful Khan’s and devestating Stomseers and can only expect a swift and brutal death. 

In Regicide, the White Scars are faction who do best when moving about into new positions. With their Hammer of Wrath ability, they are perfect for dangerous gambits, moving into threatened areas and eliminating the enemy with powerful burst damage before they can capture them.

REGICIDE CHARACTERISTICS

  Tactical Marine Assault Marine Devastator Terminator Librarian Captain
Weapon Skill 4 5 5 5 5 6
Weapon Strength 4 4 4 4 4 4
Toughness 4 4 4 4 4 4
Armour 5 5 5 5 5 5
Wounds 8 8 8 8 10 12
Ability 1 Snapshot Snapshot Snapshot (+1) Snapshot Snapshot Snapshot
Ability 2 Assault Assault (+1) Assault Assault Assault Assault (+1)
Ability 3 Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground
Ability 4 Frag Grenade Hammer of Wrath Hammer of Wrath Crux Terminatus Hammer of Wrath Thunderfire Bombard
Ability 5 Hammer of Wrath Krak grenade Suppressing Fire Hammer of Wrath Shockwave Hammer of Wrath

ORKS

The green-skinned Orks are brutish, dim-witted creatures that are prone to extreme acts of aggression. Their unique psychology drives them to seek out conflict and war. Although they appear crude and barbaric, their society is clearly structured and their behaviour belies an instinctive affinity for technology – so long as that technology is relevant to waging war!

Orks often mob up into recognisable ‘clans’. The ‘Goffs’ clan, for example, are loud, aggressive and ‘proper Orky’. The ‘Bad Moons’ clan are obsessed with adorning themselves with flashy weapons and ostentatious trophies

 

PAWN

ORK SHOOTA BOY

In both Classic and Regicide game modes the Shoota Boy fills the equivalent role of the Pawn in chess. Typically numerous, they wear little armour and depend on the natural toughness of their leathery hides for protection.

These Ork Boyz are modestly equipped with crude, high-caliber solid-shot ‘shootas’ that have apparently been hammered together out of scrap metal – but their numbers are what makes them truly dangerous.

ROOK

ORK MEGANOB

In both Classic and Regicide game modes the Meganob fills the equivalent role of the Rook in Chess. They are unique among Orks in that they are heavily armoured.

Nobs are a leader-caste; their size and strength giving them according rank by the tenets of greenskin societal structure. Able to afford ‘Mega Armour’ – iron-plated exo-suits built by Ork Meks – these already fearsome brutes can carry devastating power klaws and kombination-shootas.

KNIGHT

ORK STORMBOY

In both Classic and Regicide game modes the Stormboy fills the equivalent role of the Knight in chess. In addition to being able to move over other units, they are typically tough, with fearsome combat ability.

Stormboyz are crazed Orks equipped with jetpacks and brutal weapons – high-bore sluggas and a characteristically unwieldy ‘choppa’. Able to manoeuvre in a unique fashion – by simply flying over the top of obstacles – they are perfect for quickly closing in and hacking down a foe.

BISHOP

ORK LOOTA

In both Classic and Regicide game modes the Loota fills the equivalent role of the Bishop in Chess.

Lootas are particularly untrustworthy orks, except to the various Ork specialists that benefit from their expertise at junking, looting and stealing anything that looks half-useful and isn’t bolted down. Equipped with extremely powerful projectile weapons known as ‘deffguns’, they fulfil a supporting role that positions them well to pick up anything useful left in the wake of the Ork horde.

QUEEN

ORK WEIRDBOY

In both Classic and Regicide game modes the Weirdboy fills the equivalent role of the Queen in chess. Able to manoeuvre and attack with great flexibility and power, they summon wild arcs of cracking green lightning as their weapons.

Weirdboyz are unfortunate Orks that are attuned to the latent psychic energy of their fellow greenskins. Most such Orks meet a miserable end as this energy builds up and their heads explode – but those who learn to harness this raw WAAAGH! energy become something else entirely…

KING

ORK WARBOSS

In both Classic and Regicide game modes the Warboss fills the equivalent role of the King in Chess. The role of the King in Regicide is somewhat different to in Chess.

Their role in the Regicide game is both in leadership and direct assault. Hugely tough and strong, the Warboss is less deadly from afar as he violently drives his horde to greater and greater acts of carnage, whilst cackling Mekboyz rain fire around his position with maddened glee.

CLANS

GOFFS

A Goff loves to fight, possibly more than other Orks if such a a thing were feasible, and take war and brawling very seriously indeed. Goffs dress in black, though often adorn it with checks or pick out some bitz in white, as flashy colors are ‘for gits and weirdboyz’ and simply aren’t serious enough for a real scrap.

In Regicide, the Goffs are the the prototypical Orks – Tough, strong and incredibly dangerous at short range. They rely on their powerful assaults and their Meganobs to lead the charge with their Iron Gob ability, letting them tear apart their enemies with ease.

REGICIDE CHARACTERISTICS

  Shoota Boy Stormboy Loota Meganob Weirdboy Warboss
Weapon Skill 2 2 3 4 4 5
Weapon Strength 4 4 4 4 4 5
Toughness 4 4 4 5 5 5
Armour 3 3 3 4 3 4
Wounds 12 12 12 16 14 20
Ability 1 Snapshot Snapshot Snapshot (+1) Snapshot Snapshot Snapshot
Ability 2 Assault (+2) Assault (+2) Assault Assault (+2) Assault (+2) Assault (+)
Ability 3 Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground
Ability 4 Stikkbomb Rokkit Slam More Dakka Iron Gob Extra Urty Mekgun Bombard
Ability 5   Stikkbomb  Mek’s Tools   Go Fasta  

 


SNAKEBITES

Staunch tradionalists, the Snakebites thing the old ways are best ways and are thus the orkiest ways to fight. Shunning much ‘new’ Ork technology and more lucrative mek inventions, Snakebites are more feral than most Orks and enjoys nothing more than simply placing a choppa in their opponent’s skull. 

In Regicide, the Goffs are the the prototypical Orks – Tough, strong and incredibly dangerous at short range. They rely on their powerful assaults and their Meganobs to lead the charge with their Iron Gob ability, letting them tear apart their enemies with ease.

REGICIDE CHARACTERISTICS

  Shoota Boy Stormboy Loota Meganob Weirdboy Warboss
Weapon Skill 2 2 3 3 4 5
Weapon Strength 4 4 4 4 4 5
Toughness 5 5 5 5 5 5
Armour 2 2 2 4 3 4
Wounds 12 12 12 16 14 20
Ability 1 Snapshot Snapshot Snapshot (+1) Snapshot Snapshot Snapshot
Ability 2 Assault (+2) Assault (+2) Assault Assault (+2) Assault (+2) Assault (+)
Ability 3 Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground
Ability 4 Heavy Stomp (+1) Rokkit Slam Heavy Stomp (+1) Iron Gob Extra Urty Mekgun Bombard
Ability 5   Stikkbomb      Shockwave Heavy Stomp (+1)

 


EVIL SUNZ

The idea that the red ones go faster is a concept totally ingrained in Ork society but none love actually going faster than the evil sunz, to the point that everything they own simply must be red. An Evil Sun loves going fast roughly as much as he loves beating in heads, best of all is if both can be done at the same time. After all, if you get to the fight first you don’t miss out on anything!

In Regicide, the Evil Sunz are masters of burst damage. Whether it’s their Stromboys soaring into battle with a kamikaze Iron-Gob-Fuelled Rokkit Slam or a Meganob crashing into the backline with a vicious Hammer of Wrath, you can bet these speedfreeks will dish out tons of damage in an instant.

REGICIDE CHARACTERISTICS

  Shoota Boy Stormboy Loota Meganob Weirdboy Warboss
Weapon Skill 2 4 3 3 4 5
Weapon Strength 4 4 4 4 4 5
Toughness 4 4 4 5 5 5
Armour 3 3 3 4 3 4
Wounds 12 12 12 12 14 20
Ability 1 Snapshot Snapshot Snapshot (+1) Snapshot Snapshot Snapshot
Ability 2 Assault (+2) Assault (+2) Assault Assault (+2) Assault (+2) Assault (+)
Ability 3 Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground
Ability 4 Stikkbomb Rokkit Slam More Dakka Hammer of Wrath Extra Urty Mekgun Bombard
Ability 5   Iron Gob Mek’s Tools   Go Fasta Hammer of Wrath

 


DEATHSKULLS

Blue is a lucky color in Ork society so the supersitious Deathskullz paint themselves blue to assist them in the chances of getting particularly good loot after a battle (Or whenever their is loot or gubbinz available to ‘konfiskate’). Deathskulls are considered to be theives by other Orks, something that is impossible to truthfully deny but the Deathskullz do it anyway.

In Regicide, the Deathskulls primary focus is on bombarding the enemy with powerful ranged attacks, utilizing their Lootas‘ amped up More Dakka ability and their MeganobzKombi-Rokkit. 

REGICIDE CHARACTERISTICS

  Shoota Boy Stormboy Loota Meganob Weirdboy Warboss
Weapon Skill 2 2 4 3 4 5
Weapon Strength 4 4 4 4 4 5
Toughness 4 4 4 5 5 5
Armour 3 3 3 4 3 4
Wounds 12 12 12 14 14 20
Ability 1 Snapshot Snapshot Snapshot (+1) Snapshot Snapshot Snapshot
Ability 2 Assault (+2) Assault (+2) Assault Assault (+2) Assault (+2) Assault (+)
Ability 3 Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground
Ability 4 Stikkbomb Rokkit Slam More Dakka Kombi-Rokkit Extra Urty Mekgun Bombard
Ability 5   Stikkbomb  Kustom Forcefield   Go Fasta  

 


BLOOD AXES

Blood Axes make use of ‘Kunnin; ‘umie taktiks’ in battle, dressing up in various camo schemes, marching in ranks and retreating losing battles so they can fight again another day. Blood Axes don’t actually don’t understand how camo works, just that it does and so therefore they should wear as much as orkily possible.

In Regicide, the Blood Axes utilize an array of abilities usually reserved for Space Marines, trading the raw power of the Orks for the versatility to adapt to various situations.

REGICIDE CHARACTERISTICS

  Shoota Boy Stormboy Loota Meganob Weirdboy Warboss
Weapon Skill 3 4 4 4 4 6
Weapon Strength 4 4 4 4 4 5
Toughness 4 4 4 5 5 5
Armour 4 4 4 4 3 4
Wounds 10 10 10 16 12 20
Ability 1 Snapshot Snapshot Snapshot (+1) Snapshot Snapshot Snapshot
Ability 2 Assault (+2) Assault (+2) Assault Assault (+2) Assault (+2) Assault (+2)
Ability 3 Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground
Ability 4 Frag Grenade Hammer of Wrath Flash Git Kustom Foce Field Life Leech Mekgun Bombard
Ability 5   Krak grenade Suppressing Fire   Shockwave  

 


BAD MOONS

Bad Moons grow teeth faster than any other Ork and are therefore universally pompous gits. Rich beyond reasonable measure, the Bad Moons have constant access to their best wargear the local meks can afford and enjoy showing off their wealth by being as flashy as possible. Should another klan get sick of their flashyness they will simply knock out and take their teef which is considered fair play from both parties. 

In Regicide, the Goffs are all about Dakka. Whether it’s making their Lootas and Meganobz into Flash Gits or their Shoota Boys and Warboss ripping up the field with More Dakka, their main focus is pouring as many bullets into their enemies as possible.

REGICIDE CHARACTERISTICS

  Shoota Boy Stormboy Loota Meganob Weirdboy Warboss
Weapon Skill 2 2 3 4 4 5
Weapon Strength 4 4 4 4 4 5
Toughness 4 4 4 5 5 5
Armour 3 3 3 3 3 4
Wounds 12 12 12 16 14 20
Ability 1 Snapshot Snapshot Snapshot (+1) Snapshot Snapshot Snapshot
Ability 2 Assault (+2) Assault (+2) Assault Assault (+2) Assault (+2) Assault (+)
Ability 3 Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground Go To Ground
Ability 4 Stikkbomb Rokkit Slam Flash Git Flash Git Extra Urty Mekgun Bombard
Ability 5 More Dakka Stikkbomb  Supressing Fire Dead ‘Ard Go Fasta More Dakka

INITIATIVE ABILITIES

TYPES OF ABILITIES

There are several types of abilities.

Enhancements are abilities that target or effect your own units, typically with a beneficial result that is either permanent or temporary. Healing effects, armour or skill improvements and defensive actions are all examples of Enhancements.

Impediments are abilities that target or effect enemy units and have a detrimental result that is either permanent or temporary. All types of Attacks, armour or skill-reducing abilities and other offensive actions are all examples of Impediments.

Attacks are abilities that deal damage. They are further defined by the types Physical and Psychic.

Physical Attacks typically have a chance to hit or miss, and cause damage to a unit’s Wounds value. If the attacker’s Weapon Strength exceeds a target’s Armour value, the Armour value also takes a point of damage.

Psychic Attacks deal damage directly to a unit’s Wounds value irrespective of Armour, and will not damage friendly units if the attack is also Explosive.

Explosive or Multiple Targets abilities affect a number of squares in a radius around the targeted square. Both Physical and Psychic Attacks can be Multiple Targets.

Cooldown is a characteristic of some abilities. After activation, an ability with a Cooldown value cannot be used again until a number of turns have passed equal to the Cooldown value.

Some abilities also have a Shared Cooldown. These abilities always uses the same cooldown even if the ability is available to another unit.

Warmup is a characteristic of some abilities. Abilities with a Warmup value are not able to be used until the turn counter reaches the Warmup value.

UNIT ABILITIES

Unit Abilities are displayed as icons across the bottom of the screen when a friendly unit has been selected during the Initiative Phase.

Unit Abilities are specific to individual units, and typically originate from the unit using that ability.

Some, such as the Snap Shot, Assault and Go to Ground abilities are generic – all units can perform them, or similar variant.

Others are unique to that Unit Type; for example ‘Knight’-class units have access to an ability that allows them to use a devestating attack after moving.

Others are specific to both Faction and Unit Type; for example the Shockwave ability is a Space Marine Unit Ability available for the Space Marine Librarian.

Refer to the Space Marine Unit Abilities or Ork Unit Abilities lists for details on specific abilities.

 

GENERAL UNIT ABILITIES

SNAP SHOT

PHYSICAL ATTACK, RANGE 3
Unit shoots at a single target within 3 squares, dealing damage. A snapshot’s Accuracy and damage is determined by the user’s Weapon Skill and Weapon Strength respectively.

Snapshot damage is affected by a Unit’s Snapshot Bonus

ASSAULT

PHYSICAL ATTACK, RANGE 1
A brutal point-blank attack for damaging adjacent enemies.

Assailt is affected by a unit’s Assault Bonus. All Orks except Lootas have a +2 Assault bonus.

GO TO GROUND

ENHANCEMENT; SELF-TARGETED
Take a defensive stance and increase the Toughness of this unit until it moves or shoots.

REGICIDE UNIT ABILITIES

Regicide Unit Abilities

FRAG GRENADE

PHYSICAL ATTACK, RANGE 3, EXPLOSIVE, SHARED COOLDOWN 4

Make a freely targeted Ranged Attack that explodes on target, dealing less damage to adjacent units with a high chance to hit.

CRUX TERMINATUS

ENHANCEMENT, SELF-TARGETED, COOLDOWN 2

The unit gains a Shield, preserving it from the next instance of damage.

HAMMER OF WRATH

PHYSICAL ATTACK, RANGE 1

Perform a devastating close range Attack after moving. This move hits at +2 Weapon Strength (or +4 Weapon Strength for Orks)

KRAK GRENADE

PHYSICAL ATTACK, RANGE 3, COOLDOWN 4

Make a freely targeted Ranged Attack that explodes on target, excellent for breaking through the Armor of a single foe. This deals 1 Damage and 2 Armour damage.

TAKE AIM / FLASH GIT

ENHANCEMENT, SELF-TARGETED

Hunker down, enhancing Weapon Strength by +1 until the unit next moves.

PIN THEM DOWN

IMPEDIMENT, RANGE 3, PINNING, COOLDOWN 4

Pin an enemy with a hail of suppressing fire. Pinned units cannot take any actions during the Initiative Phase.

LIFE LEECH

PSYCHIC ATTACK, RANGE 3, LIFESTEALING 2, COOLDOWN 4

Drain Wounds from the target, restoring the Librarian’s own.

SHOCKWAVE

PSYCHIC ATTACK, EXPLOSIVE, PINNING, COOLDOWN 3

A Psychic Attack that deals a Strength 5 hit to all enemy units adjacent to the Librarian and has a 75% chance to Pin.

THUNDERFIRE CANNON / MEKGUN BOMBARD

PHYSICAL ATTACK, UNLIMITED RANGE, EXPLOISVE, WARMUP & COOLDOWN 5

Make a freely targeted Ranged Attack that explodes on the target and deals signigicant damage to adjacent units.

IRON GOB

ENHANCEMENT, SELF-TARGETED, DURATION 3, COOLDOWN 5

Increases the Critcal Hit chance of adjacent allies by 75% for a duration.

ROKKIT SLAM

COST 2, PHYSICAL ATTACK, SELF-TARGETED, EXPLOSIVE, COOLDOWN 1

The user overloads their rocket pack dealing damage to the user and all adjacent units.

MORE DAKKA

RANGED ATTACK, RANGE 3, COOLDOWN 3

The unit makes a second Ranged Attack at a Weapon Skill of 2, using their unmodified base Weapon Strength.

Deathskull Lootas instead use Weapon Skill 3 and +1 Weapon Strength.

MEK’S TOOLS

ENHANCEMENT, RANGE 1, COOLDOWN 5

The Loota scraps together some spare Armour for an adjacent ally.

EXTRA ‘URTY / SMITE

PSYCHIC ATTACK, RANGE 3, COOLDOWN 3

Eliminates a unit below 50% of its starting Wounds (20% for King and Queen units).

GO FASTA

ENHANCEMENT, COOLDOWN 5

Player gains an extra Initiative Point

KOMBI-ROKKIT

PHYSICAL ATTACK, RANGE 4, COOLDOWN 4

A long-ranged attack that deals damage to a single unit, hitting at Weapon Strength +1.

STEALTH

IP COST 1, DURATION 1, ENHANCEMENT

Unit becomes invisible and untargetable by Abilities for 1 turn. If the unit attacks or takes damage (Such as from an Area of Effect attack), Stealth immediately ends. Pieces can still be captured with Chess moves whilst invisible.

KNOW NO FEAR

IP COST 1, COOLDOWN 4

Unit rallies his allies, removing stuns from them.

Lootas and Devastators fire Snapshots at +1 Weapon Strength.

HEAVY STOMP

PHYSICAL ATTACK, IP COST 1

Unit attacks every surrounding enemy unit, hitting at Weapon Strength +1.

DEAD ‘ARD

IP COST 3, COOLDOWN 8, WARMUP 4

Unit increases its armour and the armour of surrounding allies by 1 point.

STIKKBOMB

PHYSICAL ATTACK, RANGE 3, EXPLOSIVE, SHARED COOLDOWN 4

Make a freely targeted Ranged Attack that explodes on target, dealing less damage to adjacent units with a high chance to hit.

PLAYER ABILITIES

Player Abilities are accessed from the four Slots in the bottom-right corner of the screen when playing a Regicide mode game.

Player Abilities are specific to the Race being controlled by the player.

A player has up to four Player Abilities available at a time.

Refer to the Space Marine Player Abilities or Ork Player Abilities lists for details on specific abilities.

SPACE MARINE PLAYER ABILITIES

 

NULL ZONE

COST 2, COOLDOWN 5

Removes all Shields on the Battlefield. Affects both sides.

NO MATTER THE ODDS

COST 1, COOLDOWN 6, DURATION 4, ENHANCEMENT

Targeted unit takes courage against his enemies, gaining Toughness for each foe within two tiles.

ARTIFICER ARMOUR

COST 1, COOLDOWN 6, DURATION 4, ENHANCEMENT

The Space Marine’s Armour is reinforced, bolstering it’s Armour Value by 2

SHROUDING

COST 1, COOLDOWN 6, DURATION 2, ENHANCEMENT

Targeted unit becomes untargetable by enemy unit and player abilties. Lasts until unit attacks or takes damage.

ASSAIL

COST 2, COOLDOWN 6, IMPEDIMENT

A potent psychic assault on the enemy ranks, shaking their resolve with a 75% chance to be Pinned. (Pinned units cannot take any actions during the Initiative Phase)

ONLY IN DEATH

COST 1, COOLDOWN 4, HEAL

The mighty will of a Space Marine causes them to shrug off damage which would normally kill a man, regaining a small amount of health. (This cannot increase a unit over it’s starting value)

ANGEL OF DEATH

COST 2, COOLDOWN 8, IMPEDIMENT

Targeted enemies are cursed with hesitant fear, their abilities costing double the regular IP cost until a friendly unit is eliminated.

IRON HALO

COST 1, COOLDOWN 5, ENHANCEMENT

Granted to Space Marines who show expectional bravery, the Iron Halo grants a personal shield which absorbs the first attack that would normally deal damage to the unit.

AUSPEX

COST 1, COOLDOWN 6, DURATION 3, ENHANCEMENT, AREA 1

Unit engages it’s Auspex scanner, increasing the Critical Hit chance of itself and nearby allies.

CHAPTER BANNER

COST 1, COOLDOWN 6, ENHANCEMENT, DURATION 4, AREA 1

Place a Chapter Banner down, bolstering the Weapon Skill of nearby Space Marines.

RIGHTEOUS FURY

COOLDOWN 5

Gain an additional Initiative Point for use during this turn.

NARTHECIUM

COST 2, COOLDOWN 4, ENHANCEMENT, HEAL

A supporting tile is placed down, restoring wounds to a unit each round for as long as it stays in the area.

FURIOUS CHARGE

COST 1, COOLDOWN 6, DURATION 4, ENHANCEMENT

Targeted unit is filled with bloodlust, shrugging off wounds and regaining health whenever they move or attack.

KUSTOM FORCE FIELD

COST 1, COOLDOWN 5, ENHANCEMENT

The tribe’s Mek provides a protective shield for a single unit that automatically absorbs the next instance of damage it would take.

CYBORK BODY

COST 1, COOLDOWN 8, ENHANCEMENT

Unit is augmented with Orkish cybernetics, dealing some damage to it, but increasing its Armour permamently.

KUNNIN’ GITS

COST 1, COOLDOWN 5, IMPEDIMENT

Kommando sappers sabotage an enemy, removing their shields. if they don’t have any shields, they lose some Armour instead.

DA GREEN TIDE

COST 1, COOLDOWN 5, ENHANCEMENT, IMPEDIMENT, WARMUP 5

Boyz in the area rally against the enemy – if they outnumber their foes, the enemy tremble in fear, taking a penalty to Weapon Strength. If they are outnumbered, then the Orks gain a bonus to Weapon Strength as they prepare themselves for a good scrap.

SQUIG BOMB

COST 2, COOLDOWN 6, IMPEDIMENT

A Squig Bomb is detonated in the enemy ranks, sewing havoc and giving them a 75% chance to be Pinned. (Pinned units cannot take any actions during the Initiative Phase)

YOU CALL DAT A WOUND?

COST 1, COOLDOWN 4, ENHANCEMENT, HEAL

Target unit’s Orkish constitution allows it to shrug off a recent wound, regaining a small amount of health each turn. (This cannot exceed their starting value)

BOSS POLE

COST 1, COOLDOWN 4, DURATION 4, ENHANCEMENT

Unit has a chance to redirect damage from itself onto a nearby friendly unit.

GREEN IZ BEST

DURATION 4, SELF TARGETED, ENHANCEMENT

Unit is filled with confidence by surrounding units, gaining Weapon Skill and Strength for each adjacent ally.

GROT-PROD

COST 1, DURATION 4, NO COOLDOWN

Whips a unit into a frenzy by prodding it with a poweful zapper, damaging it and increasing its Critical Hit chance

CALL DA DOK

COST 1, COOLDOWN 6

The Painboyz go to work on target unit, healing it for a large amount. However, there’s a chance that something goes wrong and the unit is damaged instead.

WAAAGH!!

COST 5, COOLDOWN 6, ENHANCEMENT, DURATION 1, WARMUP 5

Launch a WAAAGH!!, giving ALL Orks bonus Critical Hit Chance and Weapon Skill as well as refunding Initiative Points use for this ability.