The factions
Your whole army has a rule that belongs to it alone. Pick yours.
- Space MarinesOath of MomentOath of Moment: one named target, and everyone aims better at it.
- OrksWaaagh!Waaagh!: once per battle — harder, tougher, and charging after Advancing.
- TyranidsSynapse + Shadow in the WarpSynapse and Shadow in the Warp: a 6" range, and one wave of panic per battle.
- AeldariBattle FocusBattle Focus: tokens each battle round, spent one Agile Manoeuvre at a time.
- Chaos Space MarinesDark PactsDark Pacts: before shooting or fighting, a pact — stronger weapons, at the risk of hurting yourself.
- Astra MilitarumVoice Of CommandVoice Of Command: your officers issue Orders, one unit at a time, until your next Command phase.
- T’au EmpireFor The Greater GoodFor The Greater Good: one unit gives up its shooting to mark a target, and the others hit it more easily.
An army is not just the sum of its datasheets. There are rules that apply to the whole of it — and there are two of them, not one.
- The Army rule. It comes from your faction and you do not choose it: if you play Orks it is the Waaagh!, and that is that. It is the one these pages explain.
- The Detachment rule. It comes from the detachment you choose when you build your army, and that same detachment brings its stratagems and its enhancements with it.
Both of them only touch models that have the ability. An army rule does not apply to the whole faction: belonging to it is not enough.