Codex - Emperor's Nightmare
On this page is stored the stats from the Emperor's Nightmare homebrew codex. This will be updated over time, so watch this space.
Unique Wargear and Psychic Powers
Wargear
Secundus Darkfire Rounds - Special Ammunition, any enemy hit by a weapon with Darkfire Rounds counts as visible for the purposes of Night Fight.
Darkfire Flare Rifle - 24 range, S4, AP-, Assault 1. If the target is hit by the Flare Rifle, the rest of the wielder's squad can reroll any misses when shooting at the same target in that phase.
Narthecium Glaive - Two-handed close combat weapon. Poisoned (3+). Unsaved wounds from the Narthecium Glaive cause Instant Death unless a Toughness test is passed as the massive chemical overdose burns the victim out
Signs of the Sleepless - +1A, +1I, -1Ld. The character with Signs of the Sleepless must take a Leadership test at the start of the controlling player's turn. If failed, the unit succumbs to psychosis for the rest of the game, and any to hit rolls of 1 for shooting or close combat will hit his own unit or the nearest friendly unit within range.
Phophetic Dreams - After both sides have set up roll a dice for each enemy non-vehicle unit on the table. On the roll of a 1, the character has been forewarned of the unit in his dreams and gains Preferred Enemy against it for the rest of the game.
Dreamcatcher - Once per game, the character with a Dreamcatcher may add or subtract 1 from his Leadership. This lasts until the end of the player turn.
Redundant Systems - Counts as Extra armour and Power of the Machine Spirit
Psychic Powers
Living Nightmares - The Librarian reaches into the minds of his foes, seeding horrid waking dreams into their consciousness which leave them disoriented at best. Pick an enemy unit within 18 and roll a D6 and consult the table below.
- 1 - You take me for a fool!? - The foes see through the hallucinations. Your opponent may move the target 2D6 in any direction, and that unit may not be affected by Living Nightmares for the rest of the game
- 2 - Irritation - The foes are distracted by the dancing images. The target is at -1I and will only move and assault 4 in the ensuing turn.
- 3 - Confusion - The victims are baffled and frightened by what he sees. He must pass a Ld test at -1 each time he wishes to move, shoot, use a psychic power or assault in the next turn.
- 4 - Panicked response - The victims believe these wicked phantasms to be real, and fire wildly at them until their ammunition is spent. The enemy is now low on ammunition, and unless they spend a full turn reloading all their weapons (Not moving, shooting or assaulting) they fire one less shot than they should (To a minimum of zero) and they lose their +1A for having a pistol and close combat weapon in assault.
- 5 - Horror- The victims are badly shaken by their visions. They are at -1 to their WS, BS and Ld for the next turn.
- 6 - Despair - Their minds ravaged by the intensity of their horrific waking dreams, the enemies flee wildly, clawing at themselves and shrieking. The target must immediately fall back, and take 2D6 hits with a strength equal to the unit's majority strength.
The Blackest Night - The Librarian swathes the battlefield in inpenetrable gloom, enabling his fellows to advance unseen. This power grants 1 friendly unit within 24 a 5+ cover save. If they are already in cover, it simply adds +1 to the save given.
HQ
Thureos
The forty-sixth Terminator.
350pts
- WS7, BS5, S5, T4, W4, I8, A4, Ld2, Sv2+
- Unit Composition: 1 (Unique)
- Unit Type: Jump Infantry
- Wargear: Terminator Armour, Chainfist.
- Special Rules; Fearless, Fleet of Foot, Eternal Warrior, The Ancient Dreamless, Loyal to No One
- The Ancient Dreamless: Thureos has gone without sleep for so long, evaded capture for so long, that his thoughts and actions have truly become one. He suffers no penalties from wearing Terminator Armour, and he strikes in initiative order with his chainfist.
- Terrifying Presence: Thureos is a uniquely terrifying figure, his hulking Terminator Armour seeming to barely weigh him down as he hacks his way through the battlefield. Any enemy unit within 6 of Thureos is at -1Ld. This penalty is increased to -2 if he is in base contact.
- Loyal to No One: Although Thureos has perfect recollection of his time in the Emperor's Nightmare, his lunacy has distorted his vision to the point where he sees them as enemies of the Emperor. If Thureos is fighting in the same combat as other Emperor's Nightmares, Thureos can choose to direct attacks upon them. For each wound caused he gains an extra 2 attacks he may use immediately. However, the Nightmares are well aware of the danger this madman causes, and any Emperor's Nightmare unit within 12 has to pass a Leadership Test at -1 or lose their nerve and open fire on him. Sleepless do not need to test, nor can Thureos attack Sleepless in this manner.
Captain Taheton Hector
Captain Primus, The Red Dawn
195pts
- WS6 BS5 S4 T4 W3 W3 I5 A3 Ld10 Sv2+
- Unit Composition: 1 (Unique)
- Unit Type: Jump Infantry
- Wargear: Hypnos and Thanatos, Artificer Armour, Chainsword, Bolt Pistol, Frag and Krak Grenades, Iron Halo, Jump Pack.
- Special Rules: Strike Hard Strike Fast, And They Shall Know No Fear, Combat Tactics, Independant Character
- Hypnos and Thanatos: These lovingly constructed lightning claws were part of a slew of gifts from the Adeptus Mechanicus as thanks for the Nightmare's handing over of the Icelus Pattern blueprints. On the back of each of the weapons is a symbol of the Mechanicus, each a compact teleport homer which relays details of the battle, as well as Hector's own vital signs, to his chapter.
Master-crafted Lightning claws. Hector counts as being equipped with a Teleport Homer, and if a unit deep strikes via drop pod and lands within 6 of him they may fire their weapons twice in the ensuing shooting phase. In addition, should Hector be removed as a casualty in combat, a retaliatory S10 AP1 Large Blast orbital bombardment will be centred on his last position. The blast scatters D6, if a hit is rolled the result will be determined by the arrow on the hit sign.
- Strike Hard Strike Fast: Hector specialises in launching a single overwhelmng killing strike to the enemy's vitals, and the forces under his command are well-briefed and in full knowledge of their exact role. Once per game, the controlling player may choose to reroll any reserve roll he makes for that turn.
Captain Leander Nyseos
Captain Secundus, Lord of the Dusk
165pts
- WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv3+
- Unit Composition: 1 (Unique)
- Unit Type: Infantry
- Wargear: Power Armour, Iron Halo, Power Weapon, Bolt Pistol, Astartes Sniper Rifle, Frag and Krak Grenades
- Special Rules: And They Shall Know No Fear, Combat Tactics, Independant Character.
- Lord of the Dusk: Nyseos, like all Captains of Battlegroup Secundus, is adept in crafting stunning works of Ambush in a surprisingly little time. If Captain Nyseos is in your army, all units exchange the Combat Tactics rule with the Infiltrate Universal Special Rule.
- From the Shadows: Any squad joined by Captain Nyseus, count their weapons as Pinning if they are more than 12 from the target.
No Place for Maniacs: Captain Nyseos would not have his plans ruined by the berserker Sleepless. Any army which includes Nyseos cannot also include Sleepless or Living Dead Dreadnoughts.
Brother Tibalt
August Dreamwalker in Iron, The Everseer
240pts
- WS6 BS4 S6 F13 S12 R10 I3 A4
- Composition: 1 Dreadnought (Unique)
- Unit Type: Vehicle (Walker)
- Wargear: Dreadnaught close combat weapon, Force Weapon, Smoke Launchers, Extra Armour, Psychic Hood, Ironclad Assault Launchers
- Options:
- Replace Dreadnaught close combat weapon with:
- -Assault Cannon - Free
- -Plasma Cannon - 10pts
- -Twin-linked Lascannon - +30pts
- Psychic Powers: Brother Tibalt may select 2 of the Psychic Powers normally allowed to an August Dreamwalker in Iron.
- Special Rules: Everseeing, Psychic Pilot, Fire of Ages, Ancient Authority, Venerable,
- Everseeing - Tibalt does not see the world like his fellows, instead bathing his senses in the nebulous world of dreams, where he sees things not by their formidable appearance but by th strength of their souls. Tibalt never has to roll for sight for night fighting, and anything which would obscure his vision (Dark Eldar Night Shields, the Stealth USR) is ignored. In addition, he has Preferred Enemy when striking Independant Characters or Monstrous Creatures. However, because of the unreliability of this vision the controlling player must roll a D6 at the beginning of each of their turns. On the roll of a 1 he cannot move or shoot, does not attack and will be hit automatically in Close Combat.
- Ancient Authority: Though he no longer commands troops in person, Tibalt has always had a knack for leadership and his very presence steels the hearts of his fellows. In the enemy opponent's phase, choose a friendly unit within 12. That unit has the Counter Attack special rule and count as being equipped with Defensive Grenades.
Chief Apothecary Eidelan
Shepherd of the Dreamless
120pts
- WS5 BS4 S4 T4 W2 I4 A2 Ld9 Sv3+
- Unit Composition: 1 (Unique)
- Unit Type: Infantry
- Wargear: Power Armour, Power Weapon, Bolt Pistol, Narthecium, Frag & Krak Grenades
- Special Rules: And They Shall Know No Fear, Combat Tactics, Independant Character.
- Shephard of the Dreamless: Eidelan has spent more time tending to the Sleepless than perhaps he should, for he finds them a fascinating and terrifying picture of what they all might become. Thus he has worked out ways of curtailing their wrath. At the beginning of the Movement phase, if Eidelan is part of a Sleepless unit he may try to use a powerful mix of depressants in his Narthecium to reduce their psychosis by taking a leadership test. If failed, this is no effect. If passed, the Sleepless lose their Rage for the rest of that turn, but must immediately take a Dangerous Terrain test to represent the mind-clogging effects of that powerful a concoction
- Terror Tactics: Eidelan knows well how best to form the Sleepless under his command into a howling wall of terror which renders the enemy insensible with fear. When charging into combat with a unit of Sleepless, the charged unit suffers a -2Ld penalty, as though charged by a scout unit out of a Land Speeder Storm.
Emperor's Nightmare Captain
100 Points
- WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv3+
- Unit Composition: 1 Captain
- Unit Type: Infantry
- Wargear: Power armour, Chainsword, Bolt Pistol, Frag and krak grenades, Iron halo.
- Options:
- Replace bolt pistol and/or chainsword with:
- -a boltgun - free
- -a storm bolter - +3pts
- -a sniper rifle - +5pts
- -a combi-flamer, -melta or -plasma - +10pts
- -a storm shield, power sword, lightning claw or plasma pistol - +15pts
- -a power fist - +25pts
- -a relic blade - +30pts
- -a thunder hammer - +30pts
- Replace power armour with artificer armour - +15pts
- Take melta bombs - +5pts
- Take digital weapons - +10pts
- Take hellfire rounds - +10pts
- Take Signs of the Sleepless - +15pts
- Take Prophetic Dreams - +15pts
- Take a Dreamcatcher - +5pts
- Take auxiliary grenade launcher - +15pts
- Replace power armour, bolt pistol, chainsword, frag and krak grenades with Terminator armour with storm bolter and power sword - +40pts
- Replace Terminator armour's storm bolter with:
- -combi-flamer, -melta or -plasma - +5pts
- -lightning claw - +10pts
- -thunder hammer - +20pts
- Replace Terminator armour's power sword with:
- -Lightning claw - +10pts
- -Power fist or storm shield - +10pts
- -Thunder hammer or chainfist - +15pts
- If Terminator armour is not chosen, may have one of the following:
- -Secundus upgrade (Gains Stealth, Darkfire Rounds, Infiltrate, Sniper Rifle becomes Heavy 2 Ap3) - +25pts
- -Jump pack - +25pts
- -Space Marine bike - +35pts
- Special Rules: And They Shall Know No Fear, Combat Tactics, Independant Character
Command Squad
You may take one Command Squad for every Space Marine Captain in your army (Including Captain Hector and Captain Nyseos). This unit does not count against your HQ allowance.
115pts
- Company Champion: WS5 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
- Apothecary: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
- Veteran: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
- Unit Composition: 4 Veterans, 1 Apothecary
- Unit Type: Infantry
- Wargear: Power armour, Chainsword, Frag and krak grenades, Boltgun or bolt pistol, The Apothecary also has a narthecium.
- Unit Options:
- One Veteran may carry the Company Standard - +15pts
- One Veteran may be upgraded to a Company Champion with a power weapon and combat shield - +15pts
- The entire squad may ride Space Marine bikes - +90pts
- If the accompanying Captain is Captain Nyseos or has the Secundus upgrade, the squad may come with Darkfire Rounds, Cluster Mines and 2 Demolition Charges - +20pts
- Model Options:
- Any Veteran may replace his chainsword and/or bolt pistol with:
- -a storm bolter - +3pts
- -a flamer or sniper rifle - +5pts
- -a meltagun - +10pts
- -a combi-flamer, -melta or -plasma - +15pts
- -a plasma gun, power sword or lightning claw - +15pts
- -a power fist - +25pts
- -a thunder hammer - +30pts
- Any Veteran may replace his bolt pistol with a plasma pistol - +15pts
- Any Veteran may have the following:
- -melta bombs - +5pts
- -a storm shield - +15pts
- Special Rules: And They Shall Know No Fear, Combat Tactics
- Dedicated Transports: May select a Drop Pod, Rhino or a Razorback
Emperor's Nightmare Librarian
100pts
- WS5 BS4 S4 T4 W2 I4 A2 Ld10 Sv3+
- Unit Composition: 1 Librarian
- Unit Type: Infantry
- Wargear: Power armour, Boltgun or bolt pistol, Frag and krak grenades, Force weapon, Psychic hood
- Special Rules: And They Shall Know No Fear, Combat Tactics, Independent Character, Psyker
- Psychic Powers: A Librarian has any of the two of the following powers:
Smite, Force Dome, Living Nightmares, Quickening, Null Zone, The Avenger, Might of the Ancients, The Gaze of Infinity, Vortex of Doom. If he has the Secundus Upgrade he must take The Blackest Night.
- Options: Upgrade to a Dreamwalker (Epistolary) - +50pts
- Replace boltgun with:
- -a storm bolter - +3pts
- -a combi-flamer, -melta or -plasma - +15pts
- -a plasmapistol - +15pts
- May have one of the following:
- -Jump pack - +25pts
- -Space Marine bike - +35pts
- -Secundus Upgrade - +20pts (Gains Stealth, must take The Blackest Night psychic power)
August Dreamwalker in Iron
210pts
- WS6 BS4 S6 F13 S12 R10 I4 A2(3)
- Unit Composition: 1 Dreadnought
- Unit Type: Vehicle (Walker)
- Wargear: Dreadnought close combat weapon with built in storm bolter, Force Weapon, Psychic Hood, Smoke Launchers, Ironclad assault launchers
- Options:
- Replace Dreadnaught close combat weapon with:
- -Assault Cannon - Free
- -Plasma Cannon - 10pts
- -Twin-linked Lascannon - +30pts
- Dedicated Transport: Can select a Drop Pod
- Psychic Powers: An August Dreamwalker in Iron has any 2 of the following psychic powers:
Smite, Living Nightmares, Quickening, Null Zone, The Avenger, the Gaze of Infinity, Vortex of Doom, The Blackest Night
- Special Rules: Venerable, Psychic Pilot, Fire of Ages
- Fire of Ages: The August Dreamwalkers in Iron are mighty psykers of immense age. They may cast 2 psychic powers per turn.
Emperor's Nightmare Chaplain
100pts
- WS5 BS4 S4 T4 W2 I4 A2 Ld10 Sv3+
- Unit Composition: 1 Chaplain
- Unit Type: Infantry
- Wargear: Power armour, Boltgun or bolt pistol, Frag and krak grenade, Rosarius, Crozius Arcanum
- Options:
- Replace boltgun with:
- -a storm bolter - +3pts
- -a combi-flamer, -melta or -plasma - +15pts
- -a power fist - +15pts
- -a plasma pistol - +15pts
- Take melta bombs - +5pts
- Take digital weapons - +10pts
- Take Signs of the Sleepless - +15pts
- Take Prophetic Dreams - +15pts
May have one of the following:
- -Jump pack - +15pts
- -Space Marine Bike - +35pts
- Special Rules: Combat Tactics, Independent Character, Differing ideals, Liturgies of Battle, Honour of the Chapter
- Differing ideals: A Chaplain can never join a unit with the Secundus Upgrade.
Master of the Forge
Lord of the Armoury: If you include a Master of the Forge in your army, Dreadnoughts, Venerable Dreadnoughts and Ironclad Dreadnoughts may be taken as Heavy Support choices as well as elites Choices, and 1 Icelus Pattern Dreadnought may be taken as a Troops choice.
120pts
- WS4 BS5 S4 T4 W2 I4 A2 Ld10 Sv2+
- Unit Composition: 1 Master of the Forge
- Unit Type: Infantry
- Wargear: Artificer armour, Servo-harness, Boltgun or bolt pistol, Frag and krak grenades
- Options:
- Replace servo-harness and boltgun with:
- -Conversion beamer - +20pts
- Replace Boltgun with:
- -a storm bolter - +5pts
- -a combi-flamer, -melta or -plasma - +10pts
- -a plasma pistol - +15pts
- Take Digital Weapons - +10pts
- Take Melta Bombs - +5pts
- Take Signs of the Sleepless - +15pts
- Take Phophetic Blueprints - +20pts
- Take either:
- -a power sword - +15pts
- -a thunder hammer - +30pts
- Special Rules: And They Shall Know No Fear, Combat Tactics, Independent character, Blessing of the Omnissiah, Bolster Defences, Structural Knowledge
- Prophetic Blueprints - Like a lot of the Chapter, a Master of the Forge may be visited by nebulous visions of the future. However, even in dreams these scions of the omnissiah are far more mechanically and practically minded than their fellows, and retain a lot of knowledge on the weaknesses of enemy armour. At the beginning of the game roll a D6 for each enemy vehicle in the game, just as you would for Prophetic Dreams. On the roll of a 1 the Master of the Forge and any unit he is with have Tank Hunter against this vehicle, and the Master of the Forge counts his weapons as Master Crafted against it.
- Structural Knowledge: The Emperor's Nightmare Master of the Forge knows Dreadnoughts and their likenesses better than anybody outside the Adeptus Mechanicus. The Master of the Forge always hits walkers on a 4+ unless he would hit them on less. This includes planting grenades.
Troops
Tactical Squad
90pts
- Space Marine Sergeant: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
- Space Marine: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
- Unit Composition: 4 Space Marines, 1 Space Marine Sergeant
- Unit Type: Infantry
Wargear: Power armour, Bolt pistol, Frag and krak grenades, Boltgun
Options:
- May include up to five additional Space Marines - +16pts/model
- If the squad numbers ten models, one Space Marine may replace his boltgun with one of the following:
- -a flamer: Free
- -a meltagun: +5pts
- -a plasma gun - +10pts
- If the squad numbers ten models, one Space Marine may replace his boltgun with one of the following:
- -a heavy bolter, multi-melta or a missile launcher: Free
- -a plasma cannon: +5pts
- -a lascannon: +10pts
- The Space Marine Sergeant may replace his boltgun and/or bolt pistol with:
- -a chainsword: Free
- -a combi-melta, -flamer or -plasma: +10pts
- -a storm bolter: +10pts
- -a plasma pistol: +15pts
- -a power weapon: +15pts
- -a power fist: +25pts
- The Space Marine Sergeant may take:
- -melta bombss: +5pts
- -teleport homer: +15pts
- -dreamcatcher - +10pts
- Dedicated Transport: May select a Rhino or a Razorback. If the squad numbers ten models, may take a Drop Pod.
- Special Rules: And They Shall Know No Fear, combat Squads, Combat Tactics
Scout Squad
Scout Sergeant: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv4+ Scout: WS3 BS3 S4 T4 W1 I4 A1 Ld8 Sv4+ Unit Composition: 4 Scouts, 1 Scout Sergeant Unit Type: Infantry
Wargear: Scout armour, Bolt Pistol, Boltgun, Frag and krak grenades
Options: May include up to five additional scouts - +13pts/model Any model may replace his boltgun with a shotgun, combat blade or sniper rifle - Free One Scout may replace his boltgun with a heavy bolter (with hellfire shells), a missile launcher or a Darkfire Flare Rifle (Only of Secundus Upgrade is taken) The Scout Sergeant may take: -melta bombs - +5pts -teleport homer - +15pts -Dreamcatcher - +10pts The squad may have camo cloaks - +3pts/model The squad may be upgraded to Secundus Operatives - +4pts/model
Secundus Operatives are WS4, BS4 and are equipped with Power Armour
Special Rules: And They Shall Know No Fear, Combat Squads, Combat Tactics, Infiltrate, Move Through Cover, Scouts
Scout Squad
75pts
- Scout Sergeant: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv4+
- Scout: WS3 BS3 S4 T4 W1 I4 A1 Ld8 Sv4+
- Unit Composition: 4 Scouts, 1 Scout Sergeant
- Unit Type: Infantry
- Wargear: Scout armour, Bolt Pistol, Boltgun, Frag and krak grenades
- Options:
- May include up to five additional scouts - +13pts/model
- Any model may replace his boltgun with a shotgun, combat blade or sniper rifle - Free
- One Scout may replace his boltgun with a heavy bolter (with hellfire shells), a missile launcher or a Darkfire Flare Rifle (Only of Secundus Upgrade is taken)
- The Scout Sergeant may take:
- -melta bombs - +5pts
- -teleport homer - +15pts
- -Dreamcatcher - +10pts
- The squad may have camo cloaks - +3pts/model
- The squad may be upgraded to Secundus Operatives - +4pts/model
(Secundus Operatives are WS4, BS4 and are equipped with Power Armour)
- Special Rules: And They Shall Know No Fear, Combat Squads, Combat Tactics, Infiltrate, Move Through Cover, Scouts
The Sleepless
- 0-1
- 80 Points
- Sleepless: WS5 BS4 S4 T4 W1 I5 A2 Ld7 Sv3+
- Unit Composition: 3 Sleepless
- Unit Type: Infantry
- Wargear: Power Armour, Bolt Pistol, Chainsword, Frag and Krak grenades
- Options: Add up to twenty-seven Sleepless: +20 Points/model
Both the Apothecary Icelus and the Apothecary Dreadnought are equipped only with Narthecium Glaives
- Any Sleepless can replace their bolt pistol and/or chainsword for:
- -A Power Weapon: 15 Points/model
- -A Power Fist: 25 Points/model
- -A Thunder Hammer: +30 Points/model
- For every five models in the squad, one Sleepless can replace his bolt pistol with a Plasma Pistol for +15 Points/model
- The entire squad can have Jump Packs: +15pts/model
- Dedicated Transport: If the squad does not have Jump Packs, it can select any dedicated transport.
- Special Rules: Rage, Fearless, Furious Charge
- Faltering Reality: The Sleepless are so crazed that they can barely distinguish friend from foe. If there is no Independant Character within the unit it must take an Ld test each movement phase. If this is failed the squad must move as fast as they can towards the nearest unit (Friend or Foe), fire at it (Even if after the movement phase there is a closer unit) and, if possible, assault this unit. If the unit is friendly it attacks back as usual, but do not fight in the enemy's turn and if the Sleepless pass their test the next turn, combat immediately ceases. If a double 6 is ever rolled for this leadership test, the Sleepless go absolutely beserk. Every unit (Friend or Foe, excluding other Sleepless) within 2D6 takes 2D6 S5 hits. Vehicles are hit on their side armour. After this, remove the unit from play.
Apothecary Dreadnought
0-1 60pts for an Icelus, 100pts for a Dreadnought An Apothecary Dreadnought may only be fielded if there is also a unit of Sleepless in the force.
- Apothecary Dreadnought: WS4 BS4 S6 F12 S12 R12 I4 A2
- Apothecary Icelus: WS4 BS4 S5 T4(6) W4 I5 A4 Ld10 Sv3+
- Unit Composition: 1 Dreadnought/Icelus
- Unit Type: Vehicle(Walker) or Monstrous Creature
- Wargear: Narthecium Glaive, The Apothecary Dreadnought has a multi-melta, the Apothecary Icelus has a Sniper Rifle.
- Dedicated Transport: The Apothecary Dreadnought may select a Drop Pod
- Special Rules: The Apothecary Icelus has the Quiet as the Grave, Stealth and Nimble Special Rules