They come in 5 colours and each has a base attached. The number of spikes on the base represent the rank (strength) of that unit.
Imperial Units (grey):
3 Adeptus Arbites - Rank 2
3 Adeptus Custodes - Rank 4
3 Adeptus Mechanicus - Rank 2
24 Imperial Army - Rank 1 (These can turn Traitor)
12 Imperial Tank Divisions - Rank 2 (These can turn Traitor)
3 Imperial Titans - Rank 4
4 Imperial Fists Space Marines - Rank 3
4 White Scars Space Marines - Rank 3
4 Blood Angels Space Marines - Rank 3
Chaos Units (Red for Khorne, Green for Nurgle, Blue for Tzeentch, Purple for Slaanesh):
2 of each Chaos Cultists - Rank 1
2 of each Chaos Warband - Rank 2
2 of each Chaos Thunderhawk Flight - Rank 2
1 of each Chaos Titan - Rank 4
2 of each Daemon Horde - Rank 3
4 Death Guard Chaos Space Marines - Rank 3
4 World Eaters Chaos Space Marines - Rank 3
4 Emperor's Children Chaos Space Marines - Rank 3
4 Thousand Sons Chaos Space Marines - Rank 3
A unit is destroyed if the damage on it ever equals or exceeds its rank. Eliminated units are removed from the game
except for Army, Tank Division and Imperial Titans, which go back into the Imperial stockpile.
Most units have a move of 2. Exceptions are Space Marines and Tanks (3 each) and Thunderhawks (5). When executing an order that says "move" you spend movement points. It costs 1 to move from area to area, unless crossing a crevasse (the lines of flaming lava on the map) which costs 2. Units can move through friendly and neutral areas.
Flying units (Thunderhawks) can move over crevasses for 1 point and can fly over enemy/contested areas, as you would expect.
Units with the Flying Transport ability (Thunderhawks again) can carry a payload of 2 units (its rank) while moving. These transported units can be taken from the any areas the Thunderhawk starts in or moves through, unless the area contains an activation marker. It can pick up and drop off multiple times during the flight as long as the in-flight payload never exceeds 2. Payload must be unloaded at the end of the flight.
These markers have 2 sides, normal and routed. Units may not be given orders if they are in an area with one of your markers. Note, unlike Runewars, you CAN activate an area more than once, but if there's already one of your markers there you do not add a new one. Effects that move units that do not originate from an order card ignore the marker restriction unless they say otherwise. Activation markers are normally removed during the Refresh phase. Routed activation markers are flipped to the normal side when removal time comes around.
Event deck construction is done by Acts and is based on the scenario selected for the game. From the Events, 10 are used to create the Event deck; one for each event space on the Initiative Track. I'll list the Acts' events so you can plan for the possibilities.
Corruption: The Traitor has the opportunity to corrupt Imperial Army and Tank Divisions before the start of the game. This can be done a set number of times based on the selected scenario. For each corruption check, choose an Army or Tank on the main board and draw a bombardment card for it: Eagle = no; Chaos Star = Yes. If Yes the unit turns Traitor and is placed on a black base but left in the same area. Each corruption attempt must target a different unit. Cards drawn are discarded normally.
Bombardment: The Traitor opens the battle with an orbital bombardment. For each allowed bombardment, choose any unfortified area (e.g. not factories, fortresses or the palace) and declare 'reckless' or 'precise'. Draw a bombardment card and apply the results. The same area may be chosen multiple times.
Order cards: Starting order cards (they have a start symbol on them) are taken in hand, any special scenario fiddling is done, and any other orders are shuffled to create the order deck.