Waffle Edition 40K

From 2d4chan
Jump to navigation Jump to search

Basically, /tg/ got tired of all the imbalances and lack of support for 40K, culminating in annoyance with 6e producing very little of value while managing to fuck things up even more. As a result, a bunch of neckbeard anons got together in an effort to produce a version of 40K that wasn't complete shit.

WARHAMMER 40,000:WAFFLES EDITION v1.0

Original Rules text is as written /tg/ changed Rules are marked with this format Rules that are changing but don’t have a solid change yet are not marked. Check the Google docs for more: https://docs.google.com/document/d/1H9BSZAMNLNupOgwFLyWrCNrb1uBG3j_9XbopwhAES_4/edit?pli=1

THE MOST IMPORTANT RULE

In a game of the size and complexity of Warhammer 40,000, there are bound to be occasions where a situation is not covered by the rules, or you can't seem to find the right page. Even if you know the rule, sometimes it is just a really close call, and players don't agree on the precise outcome.

Nobody wants to waste valuable gaming time arguing, so be prepared to interpret a rule or come up with a suitable solution for yourselves (in a manner befitting the better class of Imperial Citizen, of course). If you find that you and your opponent cannot agree on the application of a rule, Don’t be a dick.

MEASURING DISTANCES

In games of Warhammer 40,000, distances are measured in inches (") with a tape measure or measuring stick. You can always check any distance at any time.

This allows you to check whether your units are in range of their target before they attack. After all, the soldiers are led by seasoned veterans who can accurately judge the range of their weapons) even if we, their generals, cannot.

Distances between models and all other objects (which can be other models, terrain features and so on) are always measured from closest point on one base to the closest point on the other base. Distances between units are always measured to and from the closest models in each of the units (see diagram below).

For example, if any part of a model's base is within 6" of the base of an enemy model, the two models are said to be within 6" of each other.

Sometimes the rules will call upon a unit to move directly towards another unit, or some other feature on the battlefield. Where this is the case, draw an imaginary line from the centre of the unit to its destination, and move the unit forwards along this line a number of inches equal to the distance stated.

DICE

Throughout a game, you will often need to roll dice to see how the actions of your models turn out - how effective their shooting attacks are, what damage they've done in close combat, and so on. Almost all the dice rolls in Warhammer 40,000 use standard six-sided dice, also known as D6, but there are some exceptions as noted below.

Rolling a D3

In rare circumstances, you may be instructed to roll a D3. As there's no such thing as a three-sided die, use the following method to determine a result between 1 and 3. Roll a D6 and halve the number, rounding up. Thus, 1 or 2 = 1, 3 or 4 = 2 and 5 o r 6 = 3 .

Scatter Dice

Warhammer 40,000 uses a special die called a scatter dice (marked with arrows and a Hit! symbol). This die is mostly used to determine a random direction, most often applied when working out the behaviour of blast weapons, such as mortars and battle cannons (see page XX).

Dividing to Conquer

On occasion, you'll be called upon to divide the result of a dice roll, a characteristic or some other value. Where this happens, any fractions should always be rounded up. So a D6 roll of 3, halved, would be a result of 2 (1.5 rounded up). Similarly, 10% of a unit of twenty-one models, rounded up, would be 3 models.

Modifying Dice Rolls

Sometimes, you may have to modify the number rolled on the die (or the roll). This is noted as D6 plus or minus a number, such as D6+1. Roll the die and add or subtract the number given to or from the roll (as appropriate) to get the final result.

For example, D6+2 means roll a die and add 2 to the number on the dice for a total between 3 and 8. You may also be told to roll a number of dice in one go, which is written as 2D6, 3D6 and so on. Roll the indicated number of dice and add them together, so a 2D6 roll is two dice rolled and added together for a result of 2-12.

Another method is to multiply the score of a die by a certain amount, such as D6x5 to provide a result between 5 and 30.

Re-Rolls

In some situations, the rules allow you to pick up and re-roll dice. This is exactly what it sounds like - pick up the dice you wish to re-roll, and roll it again. The second roll counts even if it means a worse result than the first, and no single die can be re-rolled more than once, regardless of the source of the re-roll.

If you re-roll a single 2D6 or 3D6 roll, you must re-roll all of the dice and not just some of them, unless the rule granting the reroll specifies otherwise. Note that any modifiers that applied to the first die roll are also applied to the re-roll.

Roll-Off

If the rules require players to roll-off, this simply means that each player rolls a die and the player that rolls the highest result wins the roll-off. If the players roll the same result, both die must be re-rolled until one player is the winner - any modifiers that applied to the first die roll are also applied to any further rolls.

Randomising

Sometimes you'll be called upon to randomly select something - often a model, but sometimes an item, a psychic power or similar. Where this is the case, simply assign a D6 result to each of the things the random selection must be made from, and roll a die to make your random choice. If you have fewer than six items to randomise between, simply roll again until you roll an assigned number.

Cocked Dice

Occasionally, a die will end up in a crevice in your terrain or in the crack between two sections of board and doesn't lie flat. We call this a 'cocked die'. Some players use a house rule that if any dice is not completely flat on the table, it must be re-rolled More common is for players to re-roll the dice only if they can't be sure of the result.

Of course, if your gaming surface is very textured and results in a lot of cocked dice (or simply if you prefer a tidy battlefield), you can make all your rolls in a tray or box lid

Dice on the Floor

It is generally accepted that if a die ends up on the floor, it doesn't count - so you don't need to shine a torch under the sofa to find out if you made your save or not. Most gamers agree that such dice can be rolled again. However, one player we know has a house rule that if your die misses the table, you have failed the roll - after all, if you can't hit a huge table with a tiny die, then what chance do your warriors have of hitting the enemy?

BLAST MARKERS AND TEMPLATES

Some weapons are so powerful that they don't just target a single model or unit, but have an area effect which might encompass (and often utterly devastate) several different units To better represent these circumstances, Warhammer 40,000 uses a series of three different blast markers and templates:

  • A 'small' blast marker (3" in diameter)
  • A 'large' blast marker (5" in diameter)
  • A 'template' (a tear-dropped shaped marker roughly 8" long)

The templates and blast markers are used as a way of determining how many models have been hit by an attack that has an area of effect or blast radius. When an attack uses a template, it will explain how the template is positioned, including any kind of scatter that might occur (scatter is discussed more completely next in this section). To work out the number of hits, you normally need to hold the template over an enemy unit or a particular point on the battlefield, and then look underneath (or through, if using a transparent template) to see how many models bases lie partially or completely underneath. A unit takes a hit for each model that is fully, or even partially, underneath the template

Remember that a model's base is counted as being part of the model itself, so ail a template has to do to cause a hit is to cover any part of its base

Scatter

Sometimes a rule will call for an object (a template,counter, model or even a whole unit ) to be placed on the battlefield and then scatterers

When this occurs, follow this procedure:

  • Place the object on the battlefield as instructed by the rule
    • If the target unit is more than 6” away from the firing unit, roll a scatter dice and 2D6 to determine the direction and distance of scatter in inches.
    • If the target unit is less than 6” away from the firing unit, roll a scatter dice and 1D6 to determine the direction and distance of scatter in inches.
  • If a Hit! is rolled on the scatter dice, the object does not move - leave it in place,and resolve the remainder of the rule
  • If an arrow is rolled) move the object the distance shown on the 2D6 in the direction of the arrow, Ignore intervening terrain, units', etc, unless the rule states otherwise

Once the object has scattered to its final position, resolve its effects.

Some rules may specify a distance to be determined other than 2D6 in which case you replace the 2D6 in this procedure with the method listed in the rule

CHARACTERISTIC TESTS

A model will sometimes be called upon to take a characteristic test. Such a test can be applied against any characteristic that the model has, except for Leadership and Armour Save. A Toughness test is a characteristic test, as is a Strength test or an Initiative test, a Wounds test and so on. Models don't have a choice of which characteristic to use - the characteristic to be tested will be specified in the rule. To make a characteristic test use the following procedure:

  • Roll a D6 and compare the result to the relevant characteristic in the model's profile.
  • If the result is equal to or less than the number in the profile, the test is passed.
  • If the result is greater than the number in the model's profile, the test has been failed, and something unusual will occur, as detailed in the rule that prompted the test.
  • When a single test is required for the whole unit, use the highest relevant characteristic in the unit.

Models with Multiple Profiles

Where a model has more than one value for the same characteristic, a characteristic test is always taken against the highest of the values.

Automatic Pass and Fail

When taking a characteristic test, a dice roll of 6 is always a failure, and a dice roll of 1 is always a success, regardless of any other modifiers. However, if the model has a characteristic of 0 or '-' it automatically fails the test.

Leadership Tests

At certain times, a model or unit might be called upon to take a Leadership test. This usually represents them drawing upon their courage to face disheartening circumstances. To take a Leadership test, use the following procedure:

  • Roll 2D6 and compare the result to the models leadership.
    • If the result is equal to or less than the model's Leadership value, then the test has been passed.
    • If the result is greater than the models Leadership value, a suitably dire consequence will occur, as detailed in the rule that called for the test.
  • If a unit includes models with different Leadership values, always use the highest Leadership from among them.

Models with Multiple Profiles

Where a model has more than one Leadership value, a Leadership test is always taken against the highest of the values.

Automatic Pass

A natural, unmodified, roll of 2 (a double 1 ) always passes a Leadership test, regardless of any modifiers that apply.

Basic vs Advanced

Basic rules apply to all the models in the game, unless specifically stated otherwise. They include the rules for movement, shooting and close combat as well as the rules for morale, found between pages XX and XX. These are all the rules you'll need for your average Infantry model. Advanced rules apply to specific types of models, whether because they have a special kind of weapon (such as a boltgun), unusual skills (such as the ability to regenerate damaged flesh), because they are different to their fellows (such as a unit leader or a heroic character), or because they are not normal Infantry models (a Bike, a Swarm or even a Tank). The advanced rules that apply to a unit are indicated in the entry for the unit in their relevant Warhammer 40,000 codex. Where advanced rules apply to a specific model, they always override any contradicting basic rules.

On rare occasions, a conflict will arise between a rule in this rulebook, and one printed in a codex.'Where this occurs, the rule printed in the codex always takes precedence.

THE SPIRIT OF THE GAME

Warhammer 40,000 may be somewhat different to any other game you have played. Above all, it's important to remember Don’t be a dick

Controlling Player vs Opposing Player

Sometimes, a rule will ask the controlling player to make an action or decision of some kind. At others, it will place the same responsibility on the opposing player. The controlling player is always the player who 'owns' the model in question - the one who has included it in his army. The opposing player is always his opponent.

Line of Sight

line of sight determines what a model can 'see'. Many situations call for you to determine whether or not a model has line of sight. A model normally needs line of sight whenever it wishes to attack an enemy, whether with power sword, gun or psychic power. line of sight literally represents your warriors' view of the enemy - they must be able to see their foes through, under or over the battlefield terrain and other models (whether friendly or enemy).

For one model to have line of sight to another, you must be able to trace a straight, unblocked line from its eyes to any part of the target's body (the head, torso, arms or legs).

Sometimes, all that will be visible of a model is a weapon, banner or other ornament he is carrying. In these cases, the model is not visible. Similarly, we ignore wings and tails, and antennae even though they are technically part of a model's body. These rules are intended to ensure that models don't get penalised for having impressive banners, weapons, and so on.

Naturally, you can't ask your models what they can see - they're plastic and resin, which is always a barrier to effective communication - therefore, you'll have to work it out on their behalf. In many cases, this will be obvious - if there's a hill, building or monster in the way, the enemy might be blatantly out of sight. In other cases, two units will be clearly in view of each other as there is nothing at all in the way. on those other occasions, where it's not entirely obvious whether or not one unit can see another, the player will have to stoop over the battlefield and look from behind the model's head for a 'model's eye view'. This means getting down to the level of your warriors and taking in the battlefield from their perspective to 'see what they can see'. You will find that you can spot lurking enemies through the windows of ruined buildings, catch a glimpse of a model's legs under tree branches and see that high vantage points become very useful for the increased line of sight that they offer.

Own Unit

There is one important exception to the rules for line of sight. Firing models can always draw line of sight through members of their own unit just as if they were not there.

This assumes that the soldiers shift their stances to open firing lanes in order to maximise their own squad's firepower.

THE TURN

A Warhammer 40,000 battle is a chaotic affair. To bring a modicum of order to the anarchy of battle, players alternate moving and fighting with their units. So, one player will move and fight with his forces, and then their opponent will move and fight. This process is then repeated, with the first player moving and fighting again, and so on, until the game is done.

During his turn, a player can usually move and fight once with each of his units. For convenience and flow of game play, we divide a player's turn into three main phases: Movement, Shooting and Assault.

This means that you move any models you want to first, then when you are finished all of your moving, you can shoot with your models. Finally, once your shooting is all completed, you can charge into assault and resolve any close combats. This process helps to keep track of what is going on and makes it easier to know when one player's actions are over and your opponent can start his turn (and take his revenge).

Game and Player Turns

In a complete game turn, each player gets a player turn, divided into Movement, Shooting and Assault phases. One game turn therefore comprises two player turns - one for each player. Whenever a rule refers to 'a turn' it always means 'player turn' unless it specifically refers to a 'game turn'.

Exceptions

While playing Warhammer 40,000 you’ll occasionally discover exceptions to the general turn sequence laid out here, when things are worked out as they occur rather than in any strict order. At other times, you'll find that both players will have to do something at the same time. When these things happen, the player whose turn it is decides the order in which the events occur. Occasionally, the actions of one player will trigger the sudden appearance of a particular unit, or may activate some special rule or occurrence. When this happens, the exceptional rule will contain all the information you need to resolve it.

(Working Playtest version) Turn Order

Each player activates a single squad or vehicle at a time, and makes the movement, shooting, and assaults with this unit. After they perform their actions, the unit cannot be nominated to be activated again this turn, and should be marked with a token of some kind as a reminder. If engaged in melee, the unit acts as normal in the assault even if they’ve already activated. Rolling for a model in Reserves (And any actions performed if successful) counts as activating the unit.

After they have activated a unit, the opposing player activates a single unit as above, and repeat until all squads and vehicles have been activated.

It will likely be the case that one player will have more total squads and vehicles to activate. In that case, the player may activate several units in a row until every unit has been activated.

After all of the models have been activated, the turn is over and both players begin alternating activations of their units again.

THE MOVEMENT PHASE

In your turn, you can move any of your units - all of them if you wish - up to their maximum movement distance. Once a unit has completed all of its movement, you can select another unit and move that one) and so on, until you have moved all of the units you wish to move. once you have started moving a unit, you must finish its move before you start to move another unit. Note that you don't have to move all (or any) of your units - indeed, there are several tactical advantages to remaining stationary, as we'll explain later in the rules. Once you've completed a unit's move, you cannot go back and change it, so think carefully before giving the order to advance.

Movement Distance

Models move up to 6" in the Movement phase. This represents most creatures moving at a reasonable pace but stopping several times to scan the surrounding landscape for enemies, communicate with their commanders, identify the best lines of advance and so on. Even warriors who are moving in a part of the battlefield where no enemies are apparent can only move 6". This is because your units lack your own omniscient knowledge that there are no enemies around. It is perfectly fine to measure a unit's move in one direction, and then change your mind and decide to move it somewhere else (even the opposite way entirely!) or decide not to move it at all. Models cannot, however, voluntarily move off the board.

Which Models are Moving

Whether or not a model moves can change how effective it will be in the shooting phase. You may decide that only some of the models in a unit are going to move this turn. If this is the case, declare which models are remaining stationary just before you start moving the other models of that unit. Remember that models must still maintain unit coherency.

Different Movement Distances within a Unit

Sometimes, a unit will contain models that move at different speeds. vhen this is the case, each model can move up to its maximum movement allowance so long as it remains in unit coherency (see opposite).

Models in the way

A model cannot move within 1" of an enemy model unless they are charging into close combat in the Assault phase. To move past, they must go around.

Turning and Facing

As you move the models in a unit, they can be turned on the spot to face in any direction, without affecting the distance they are able to cover, Whilst the direction a model is facing won't impact its ability to shoot or charge into combat later in the turn, it's always better to have it facing towards the enemy, just as it would on a real battlefield.

Moving and Close Combat

units already locked in close combat with the enemy cannot move during the Movement phase.

Unit Coherency

When you are moving a unit, its individual models can each move up to their maximum movement distance. However, units have to stick together, otherwise individual models become scattered and the unit loses its cohesion as a fighting force. So, once a unit has finished moving, the models in it must form an imaginary chain where the distance

between one model and the next is no more than 2", and no two models in the unit can be farther than 12” apart from each other. We call this 'unit coherency'

During the course of a game, a unit can get broken up and lose unit coherency, Usually because it has taken casualties from incoming enemy fire. If this happens, in their next Movement phase, the models in the unit must be moved in such a way that they restore unit coherency (or get as close as possible to having restored coherency). If the unit cannot move in its next turn, or is unable to restore unit coherency in a single turn, then the models must move to restore unit coherency as soon as they have the opportunity, including by running if they have that option (see page XX)

Moving Through Terrain

In addition to the rules presented in this section, certain types of terrain can affect how your models move.

THE SHOOTING PHASE

The shooting process can be summarised in five steps, as described below. Each step is explained in greater detail later in this section. Once you've completed this shooting sequence with one of your units, select another and repeat the sequence.

Once you have completed steps 1 to 5 for each unit in your army that you wish to make a shooting attack, carry on to the Assault phase.

Nominate a Unit to Shoot

During the Shooting phase,a unit containing models armed with ranged weapons can be nominated to make shooting attacks.

Who can Shoot?

Certain situations prevent a model from firing. The most common are:

  • Their unit is locked in close combat with the foe.
  • Their unit is running (see page XX).

This is not a comprehensive list. Other game rules or special rules can sometimes affect a unit's ability to shoot - this is explained thoroughly when it occurs.

Choose a Target

Once you have chosen the unit that you want to shoot with, choose a target for them to shoot at. To do so, you must check the range and line of sight from your unit to the enemy unit you are targeting. Note that you may check the range and line of sight to multiple enemy units before deciding which one to shoot at and declaring it to your opponent.

Line of Sight

To target an enemy unit, at least one model must have line of sight (see page X) to at least one model in the target unit. If no models have line of sight, then a different target must be chosen.

Check Range

All weapons have a maximum range which is the furthest distance they can shoot. At least one weapon must be in range of the target unit. If no weapons are in range, then a different target must be chosen. When checking range, simply measure from each firer to the nearest visible model in the target unit. Any model that is found to be out of range of all visible enemy models in the target unit doesn't shoot - his shots would not be not accurate enough to hit anything.

Which Models can Fire?

Any model that is found to be in range of at least one visible enemy model in the target unit can fire. All models in the unit must shoot at the same target unit. If a model cannot shoot at the same target as the other models in its unit, for any reason, then it cannot shoot at all in that phase. A player can choose not to fire with certain models if he prefers (as some models may have One Use Only weapons, for example). This must be declared before rolling To Hit, as all of the models in the unit fire at the same time regardless of whether. or not all of the dice are rolled together.

Roll to Hit

To determine if the firing model has hit its target, roll a D6 for each shot that is in range. Most models only get to fire one shot, however, some weapons are capable of firing more than once as we'll explain in more detail later. The dice roll needed To Hit will depend on how accurate the firers are, as shown by their Ballistic Skill (or BS). (See the table below)

To Hit rolls are easy to remember if you just subtract the Ballistic Skill of the firing model from 7. This will give you the number you need; e.g. a model with BS 2 needs to roll a 5 or more (7-2=5).

Note that the minimum roll needed To Hit is always at least 2. When rolling To Hit, there is no such thing as an automatic hit and a roll of a 1 always misses (or, at the very least will need re-rolling - see below). If several weapons have different Strengths, special rules or AP values, use different coloured dice or roll them separately.

Moving & Shooting

Whether a model has moved or not can make a big difference to its ability to fire Some guns are so heavy that they can only be used effectively if their firer halts completely to brace himself or set up his weapon on the ground. This is explained in more detail in the Weapons section (pg XX).The most important thing to remember is that the effect movement has on shooting is applied on a model-by-model basis.

Snap Shots

Under certain circumstances, models can only fire Snap Shots * opportunistic bursts of fire 'snapped' off in the general direction of the target The most common occurrence of a Snap Shot is when a model with a Heavy weapon, such as a heavy bolter, moves and shoots in the same turn (see page XX for more on Heavy weapons). If a model is forced to make Snap Shots rather than shoot normally, then its Ballistic Skill is counted as being 2 less than normal for the purpose of those shots, to a minimum of BS 1. Some weapon types, such as Template and Ordnance) or those that have certain special rules, such as Blast, cannot be fired as Snap Shots. It's important to note that any shooting attack that does not use a Ballistic Skill - such as the Necron Monolith's portal of exile - cannot be 'fired' as a Snap Shot.


Ballistic Skill of 6 or better

Very rarely, a model may have a Ballistic Skill of 6 or even more If a model has BS 6 or higher, it gains a re-roll whenever it rolls a 1 To hit with ranged attacks. The second roll usually has a lower chance of hitting, and the number needed is given in the chart below in italics after the slash. Ballistic Skill 1 2 3 4 5 6 7 8 9 10 Roll to-Hit 6+ 5+ 4+ 3+ 2+ 2+ /6+ 2+ /5+ 2+ /4+ 2+ /3+ 2+ /2+

Reaction to shooting:

When a unit is fired upon during a shooting phase, it may immediately make one of the following two actions after the unit has resolved their wounds from the shooting:

  • The unit may “snap-fire” at the attacking squad. This does not provoke additional snap-fire, and does not count as the squad’s shooting phase.
  • The unit may make a single normal Move just as if this was their Movement Phase (But they may not run with this free movement)

A unit may only use a single Reaction to Shooting once during an entire enemy turn.

(Proposed Rule) Suppressive Fire:

Any unit may, when shooting at an enemy unit, perform a Suppressive Fire shooting action instead of a regular shooting action against non-vehicle targets. Perform a Suppressive Fire action just as you would make a normal Shooting action, but do not remove any models or reduce any wounds as a result of this shooting. Instead, if the target unit would have suffered enough wounds to take a Morale check, they must take that morale check with a -1 penalty to their Ld for each Wound they would have suffered. Snap shots cannot be used as Suppressive Fire

Run

At times, warriors may have to quickly redeploy, literally running from cover to cover or simply concentrating on movement and giving up their chance to shoot. In their Shooting phase, units may choose to Run instead of firing. Roll a D6 to determine the maximum Run distance for the entire unit. Models in the unit may then immediately move up to that distance in inches. They may choose to not move after the roll is made, but still count as having Run.

Running movement is not slowed by difficult terrain but models running through dangerous terrain must test as normal (see page XX). Units that Run in the Shooting phase cannot charge in the following Assault phase.

Rolls to Wound

Hitting your target is not always enough to put it out of action. The shot might result in nothing more than a superficial graze or flesh wound.

To determine whether a hit causes a telling amount of damage, compare the weapon's Strength characteristic with the target's Toughness characteristic using the To Wound chart. The number indicated is the minimum result on a D6 needed to convert the hit into a wound. A value of '-' indicates that the target cannot be wounded by the Attack. Note that the minimum roll needed To 'Wound is always at least 2. When rolling To wound, there is no such thing as an automatic wound and a roll of a 1 always fails.

Each weapon has its own Strength value, which is given in its profile or in the description of the weapon.

(Your Strength is on the left column, Enemy Toughness is on the top row) 1 2 3 4 5 6 7 8 9 10 1 4+ 5+ 6+ - - - - - - - 2 3+ 4+ 5+ 6+ - - - - - - 3 2+ 3+ 4+ 5+ 6+ - - - - - 4 2+ 2+ 3+ 4+ 5+ 6+ - - - - 5 2+ 2+ 2+ 3+ 4+ 5+ 6+ - - - 6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ - - 7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ - 8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 10 A A A A A A A 2+ 3+ 4+

Multiple Toughness Values

Quite rarely, a unit will contain models with differing Toughness characteristics. When this occurs, roll To Wound using the Toughness characteristic that is in the majority in the target unit. If two or more Toughness values are tied for majority, use the highest of these tied values.

The Wound Pool

Finally, total up the number of wounds you have caused. Keep the dice that have scored Wounds and create a 'pool', where each dice represents a wound. If there are wounds with different Strengths, AP values or special rules, keep them separated into groups of wounds in the pool. If all the wounds are the same, the wound pool will consist of only one group.

Overwhelming Strength

When an attack with S10 (And S10 only!) would need a 1+ or less to wound a target, it instead causes this wound automatically, with no rolls required (Saves may still be taken if applicable, counting the to-wound roll as if it were a 6)

Allocating Wounds and Removing Casualties

To determine how many casualties are caused, you will need to allocate the wounds caused and resolve any saving throws the target is allowed. For now, we're going to assume that all the models in the target unit have the same saving throw. If this is not the case, the method is slightly different, but we'll come to that later (see Mixed Saves below).

(Proposed Rule) Final Shot

If a multiple-model unit has been reduced to only a single model with only a single wound (If it had multiple wounds, with all but the last one having been lost previously), for every successful wound this model causes it may immediately make an additional attack with identical Strength, AP, and any other applicable special rules against that same target. If these additional attacks cause wounds, they gain another attack against that target, and so on.

A model may not make a Final Shot with a Blast, Template, Barrage, or Ordnance weapon, and cannot be made by Independent Characters.

Take Saving Throws

First of all, the target unit gets to make one saving throw, if it has one (see page XX), for each wound being resolved. Make a note of how many unsaved wounds have been caused.

Allocating Unsaved Wounds and Removing Casualties

Next, allocate an unsaved wound to the enemy model closest to the firing unit. Reduce that model's Wounds by 1. If the model is reduced to 0 Wounds, remove it as a casualty. Continue allocating unsaved wounds to the closest model until there are no more wounds left, or the whole unit has been removed as casualties.

Random Allocation

At times, you will not be able to tell which model is closest. This usually happens when two or more models are equidistant from the shooting unit, but can also occur if the position of the attacker is unclear, such as with the Tyranid Mawloc's Terror From the Deep special rule, a Callidus Assassin's Polymorphine special rule or any attack said to use Random Allocation.

In these instances, randomly determine which model is treated as being the closest - that model remains the closest until the attack ends or the model is slain. If the model is slain and there are still wounds left to allocate, simply randomise again if needs be. If two or more models are equidistant from a firing unit, randomise only between those equidistant models. Otherwise, randomise between all of the models in the target unit.

Emptied Wound Pool

When the Wound pool is empty, the shooting attack has been completely resolved. You can begin your next shooting attack, or proceed to the Assault phase.

Mixed Saves

If the target unit contains several different saving throws, you'll need to follow this process instead of the one presented above. This method is a little slower, but ensures every model gets full benefit of whatever saves it is entitled to.

Allocate Wounds

First, allocate a Wound from the Wound pool to the enemy model closest to the firing unit.

Take Saves and Remove Casualties

The model gets to make a saving throw, if it has one (see page XX) if it fails, reduce that model's Wounds by 1. If the model is reduced to 0 Wounds, remove it as a casualty.

Continue allocating wounds to the closest model, taking saves and removing casualties until the Wound pool is empty, or all models in the unit have been removed as casualties.

Emptied Wound Pool

When the wound pool is empty, the shooting attack has been completely resolved. You can begin your next shooting attack, or proceed to the Assault phase.

Mixed Wounds

If, after rolling To wound, the 'Wound pool contains groups of .Wounds with different Strengths, AP values or special rules, then each of these groups is resolved separately, using the relevant method described above. You, as the shooting player, get to choose the order in which these groups are resolved This allows you to place your shots where they'll do the most damage! Once one group of wounds has been resolved, simply move onto the next until the Wound pool is empty

Out of Range

As long as a model was in range of the enemy when To Hit rolls were made, he is considered to be in range for the duration of the Shooting attack, even if the removal of casualties means that the closest model now lies out of range.

Out of Sight

If no models in the firing unit can see a particular model, then wounds cannot be allocated to it, and must be instead allocated to the nearest visible model in the target unit. If there are no visible models in the target unit, all remaining wounds in the pool are lost and the shooting attack ends.

Instant Death

Even though a creature might have multiple wounds, there are plenty of weapons in the 41st Millennium that are powerful enough to kill it instantly. If a model suffers an unsaved Wound from an Attack that has a Strength value of double its Toughness value or greater (after modifiers), it is reduced to 0 Wounds and removed as a casualty.

Fast Dice

Even in units with mixed saves, it is not always necessary to allocate Wounds one at a time. You can instead allocate them in groups equal to however many models with the same, best save are nearest to the firing unit

‘Look Out Sir!’

When a Wound (or unsaved Wound) is allocated to one of your characters, and there is another model from the same unit within 6", he's allowed a Look Out, Sir attempt. This represents the character ducking back further into the unit, holding a comrade in the line of fire, or being pushed aside by a selfless ally. If no model is in range, then you cannot make a look Out, Sir attempt.

To make a Look Out, Sir attempt, roll a D6.

  • On a roll of 3 or less, the look Out, Sir attempt fails.
  • On a roll of 4+,the look Out, Sir attempt is successful.

You must pick a model from the same unit within 6" and resolve the Wound against them instead. This can even be a model that is out of range or line of sight of the Shooting attack.

If the unit only consists of characters, a look Out, Sir attempt can still be made, with one character within 6" taking the place of the erstwhile victim if the roll is passed. Only one Look Out, Sir attempt can be made per wound allocated - once the wound has been transferred (or not), no further attempts to reallocate it can be made.

Types of Saving Throws

Few warriors take to the battlefield without some form of protection, whether it is a suit of armour or an energy force field. Furthermore, the battlefield itself can also offer protection. All these forms of protection are represented by saving throws (sometimes called saves), as we'll now discuss.

Armor Saves

Most troops wear some sort of protective clothing or armour, even if it's only a helmet! Some creatures may have a form of natural protection, such as a chitinous exoskeletons or thick bony plates. If a model has an Armour Save characteristic of 6+ or better on its profile, it is allowed a further dice roll to see if the armour prevents the wound. This is called an armour saving throw, or armour save, for short.

To take an armour save, roll a D6 and compare the results to the Armour Save characteristic of the model that has been allocated the wound.

  • If the dice result is equal to or higher than the model's Armour Save characteristic, the Wound is stopped.
  • If the result is lower than the Armour Save value, the armour fails to protect its wearer and it suffers a wound.

This means that, unlike other characteristics, an Armour Save is better if it is a lower number.

=Armor Piercing Weapons

Some powerful weapons are quite capable of punching through even the thickest armour. This is shown by a weapon having an Armour Piercing characteristic, usually referred to as AP.

Nearly all weapons have an Armour Piercing value. The AP rating indicates the Armour Save the weapon can ignore - so lower means more powerful. A weapon shown as 'AP -' has no Armour Piercing value and will never ignore a target's Armour Save.

  • If the weapon's Armour Piercing value is equal to or lower than the model's Armour Save, then it is sufficiently powerful to punch straight through the armour; the target gets no armour save at all. The armour is ineffective against the shot.
  • If the weapon's Armour Piercing value is higher than the armour, the target can take his save as normal.

Invulnerable Saves

Some warriors are protected by more than mere physical armour. They may be shielded by force fields, enveloped in mystical energies or have a metabolism that can shrug off hits that would put holes in a battle tank. Models with wargear or abilities like these are allowed an invulnerable saving throw.

Invulnerable saves are different to armour saves because they may always be taken whenever the model suffers a Wound - the Armour Piercing value of attacking weapon has no effect. Even if a wound ignores all armour saves, an invulnerable saving throw can still be taken.

Cover Saves

Often, you'll find enemy models are partially hidden or obscured by terrain, also known as being in cover. Cover shields troops against flying debris and enemy shots, enabling them to get their heads down or crawl amongst the ruins and (hopefully) avoid harm. Where this is the case, the model will be entitled to a cover save. Cover saving throws are not affected by the AP value of an attacking weapon, so units in cover get a saving throw regardless of what's firing at them.

Determining Cover Saves

If, when you come to allocate a Wound, the target model's body (as defined on page X) is at least 25% obscured from the point of view of at least one firer, Wounds allocated to that model receive a cover save.

Types of Cover Saves

The type of cover save a model receives depends on exactly what he is sheltering behind. For example, a soft obstacle (like a bloodthorn hedge) that would hide soldiers behind it, but would not even slow down enemy shots, confers a 5+ cover save. Purpose-built fortifications confer a 3+ cover save and most other things confer a 4+ or 5+ cover save. Before deploying their armies, it is a very good idea for players to go through all the terrain pieces on the battlefield quickly and agree what kind of cover each will offer.

In all but very rare cases, most terrain will offer a 5+ Cover save.

Go to Ground

If warriors come under heavy fire, they may decide to keep their heads down to try to stay alive a little longer while they wait for extraction or reinforcements. After the enemy has rolled To Hit and To wound against any of your units, but before any saves are made for wounds allocated, you can declare that the unit is going to ground. To represent this, place a suitable marker next to the unit as a reminder,

  • Models in a unit that has gone to ground immediately receive +1 to their cover saving throws.
  • Models that are not currently in a position that would give them a cover save can still Go to Ground by diving to the floor (or some other evasion technique) and receive a 6+ cover save.

A unit that has gone to ground cannot move, Run or charge. It can only fire Snap Shots when it wishes to shoot, and can fire Overwatch. At the end of its following turn, the unit returns to normal, the marker is removed and the unit is free to act as normal from then on.

Whilst it has gone to ground, a unit reacts normally if affected by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example they have to Fall Back, it returns to normal immediately - remove the marker. If assaulted, the unit will fight as usual, but because they are not set to receive the enemy charge, enemy units do not receive the Initiative penalty for assaulting a unit in difficult terrain (see page XX).If a unit goes to ground from Overwatch fire (see page XX), then the charge automatically fails.

Intervening Models

If a target is partially hidden from the firer's view by models from a third unit models not from the firer's unit, or from the target unit), it receives a 5+ cover save in the same way as if it was behind terrain. Similarly, if a model fires through the gaps between models in an intervening unit, the target is in cover, even if it is completely visible to the firer.

Note that this does not apply if the shots go over the unit rather than through it.

This does not mean that intervening models literally stop the shots, but rather that they obscure the target and spoil the firer's aim. A successful cover save in this case might mean that the firer has not shot at all, missing the fleeting moment when the target was in its sights. This is because, in the case of intervening friends, the firer would be afraid of hitting his comrades, while in the case of intervening enemies, the firer is distracted by the more immediate threat.

Scenic rocks and other decorative elements that players might have placed on the bases of their models are always ignored from the point of view of determining cover. You cannot take your cover with you!

Note the exception that, in the same way as they can trace line of sight through members of their own unit, models can always shoot through members of their own unit without conferring or receiving a cover save.

Focus Fire

Sometimes, a target unit will only be partially in cover, with some of its models in cover and some not. In this case, you have a choice: your unit can either shoot at the squad as a whole, or you can declare that they will Focus Fire on the enemies who are less hidden. If you choose to Focus Fire, you must state your intention before making any rolls To Hit.

If you choose to Focus Fire, choose a cover save value. This can be between 2+ and 5+. Your opponent can only allocate wounds to models with a cover save equal to or worse (i.e a higher value) than the value stated.

Alternatively, you can declare Focus Fire against models with no cover save.

In order to fire, a model must be in range of an enemy that can have a wound allocated to it. A blast marker must be centred over a model that can have a wound allocated to it (but causes a number of hits equal to tire number of models underneath it, regardless of whether or not they can have wounds allocated to them, see page XX). Note that you can work out which models in the target unit can have wounds allocated to them at the time the Focus Fire is declared. If the unit subsequently chooses to Go to Ground, this will not alter which models can have Wounds allocated to them even though their cover save has changed.

This is a good way of causing casualties, but means you’ll have no chance at all of killing the models with better cover than those you have focused on. Wounds caused by Focus Fire must still follow the normal allocation order. You ignore the models whose cover saves are better than what you've focused on.

Models with More than one Save

Sometimes, a model will have a normal armour save and a separate invulnerable save - a good example is a Space Marine Captain who is protected by both power armor and a force field from his Iron Halo. As if this wasn't enough, the model might be in cover as well. In these cases,a model only ever gets to make one saving throw, but it has the advantage of always using the best available save. If a model can benefit from different types of cover, for example, being behind a bloodthorn hedge (6+ cover save) and a barricade (4+) the model uses the best cover save available (in this case 4+) Maximum Save Some models gain additional benefits fi-om ntles that may increase one of their Saves by +1 or +2 or even more. However, no save (armour, cover or invulnerable) can ever be improved beyond 2+. Regardless of what is giving the model its save, a roll of 1 always fails.

THE ASSAULT PHASE

Charge Sub-phase

It's time for your warriors to hurl themselves into close combat and carry the day through bitter melee. To resolve a charge, use the following procedure:

  • First, pick one of your units, and declare which enemy unit it wishes to charge.
  • Then, the target enemy unit must make a Ld check. If they fail, then they must immediately make a Fall Back move of only 1d6”, counting as Broken.
    • If they succeed, they may make a voluntary Fall Back move (They do not count as Broken, and do not need to rally) or they may fire Overwatch.
  • Once overwatch or the move is resolved, roll the charge distance for the unit and, if it is in range, move it into contact with the enemy unit - this is sometimes called 'launching an assault'.

Once this has been done, you can either choose to declare a charge with another unit, or proceed to the Fight sub-phase.

Declare Charge

Choose a unit in your army that is declaring a charge and nominate the enemy unit(s) it is attempting to charge. A unit can never declare a charge against a unit that it cannot reach, nor can it declare a charge against a unit that it cannot see. This means that a charge can usually only be declared on a unit up to 12" away (the maximum charge range for most models, as we'll discover later). Some units are disallowed from charging. common reasons a unit is not allowed to declare a charge include:

  • The unit is already locked in close combat (see page XX).
  • The unit ran in the Shooting phase (see page XX).
  • The unit has gone to ground (see page XX).
  • The unit shot Rapid Fire weapons, Salvo weapons, Ordnance weapons or Heavy weapons in the Shooting phase (see pages XX). This even applies if Snap Shots were made with these weapons.
  • The unit is falling back (see page XX).

In addition to the above, a unit that fired in the shooting phase can only charge the unit that it targeted during that turn's Shooting phase.

Resolve Overwatch

Few warriors sit idly by when an enemy horde descends upon them, but let fly with every weapon at their command. Though such shots are often inaccurate (there's not much time to aim, and there's something distinctly off-putting about the onset of a bellowing foe), each has a chance of felling an enemy and altering the balance of the ensuing melee before it even begins. In fact, a particularly lucky burst of Overwatch fire can rob a charge of so much momentum that it comes to a stumbling halt!

As soon as a charge has been declared against one of your units, that unit can immediately fire Overwatch at the would-be attacker - it doesn't have to, but it's often a good idea.

An Overwatch attack is resolved like a normal shooting attack (albeit one resolved in the enemy's Assault phase) and uses all the normal rules for range, line of sight, cover saves and so on. Unlike a normal shooting attack, Overwatch cannot cause Morale checks or Pinning tests. Any shots fired as Overwatch can only be fired as Snap Shots (see page XX for more on Snap Shots). Therefore, weapons and models that cannot fire Snap Shots cannot fire Overwatch.

Overwatch Restrictions

It's worth pointing out that units that are locked in close combat cannot fire Overwatch - we can assume that other events have their full attention. Also note that a unit being charged may only fire Overwatch once per turn.

Roll Charge Range

Once all Overwatch shots have been resolved, the controller of the charging unit rolls to determine his unit's charge distance. There are myriad factors that can speed or slow a charging unit as it launches itself forward.

Roll 2D6.This is your charge range - the number of inches your assaulting unit can charge. This total is important, so remember it. ff a unit has models that roll differently for their charge range, the whole unit must charge at the speed of the slowest model.

Charge Move

The charging unit now moves into close combat with the unit(s) it has declared a charge against - this is called a charge move.

Moving Charging Models

Charging units must attempt to engage as many opposing models in the enemy unit as possible with as many of their models as possible - no holding back or trying to avoid terrain!

All of the models in a charging unit make their charge move - up to the 2D6 distance you rolled earlier - following the same rules as in the Movement phase, with the exception that they can be moved within 1" of enemy models. Charging models still cannot move through friendly or enemy models, cannot pass through gaps narrower than their base, and cannot move into base contact with enemy models from a unit they are not charging.

Move Initial Chargers

Start each charge by moving the initial charger from the charging unit. The initial charger is always the model nearest to the enemy (as measured by the shortest possible route, going around impassable terrain, friendly models and enemy models in other units).

Move the initial charger into contact with the nearest enemy model in the unit being charged, using the shortest possible route. Roll for dangerous terrain if necessary, and if the model is killed by . Dangerous Terrain test (see page XX), choose a new initial charger and try again.

After moving the first model in the unit, you can move the others in any sequence you desire, providing you abide by the following conditions:

  • A charging model must end its charge move in unit coherency with another model in its own unit that has already moved.
  • If possible, a charging model must move into base contact with an enemy model within reach that is not already in base contact with another charging model. If there are no such enemy models in reach, the model must move into base contact with an enemy model that is already in base contact with a charging model.
  • If a charging model cannot reach any enemy models, it must try to move within 2" of one of its own unit's models that is already in base contact with an enemy.If this is impossible, it must simply stay in coherency. If you follow this sequence, you will end up with all the models in the charging unit in unit coherency, having engaged as many enemy models as possible with as many charging models as possible.

Charging Through Difficult Terrain

If, when charging, one or more models have to move through difficult terrain, the unit must make a Difficult Terrain test (see page XX). However, to represent the uneven pace of a charge, the unit rolls 3D6, rather than 2D6, and uses the two lowest results as its charge range. Warriors who charge through difficult terrain are subject to deadly salvoes of close range fire and must advance more cautiously. To represent this, if. at least one model in the charging unit moved through difficult terrain as part of its charge move, all of the unit's models must attack at Initiative step 1, regardless of other Initiative modifiers.

Remember that charging models must engage as many enemies in the target unit as possible.

Charging through Dangerous Terrain

If, when charging any model in a charging unit goes through dangerous terrain, that model must immediately take a Dangerous Terrain test (see page XX).

Failed Charge

If the initial charger is found to be further than its charge range from the enemy, the charge fails and no models are moved.

Declare Next Charge

Once all the models in a charging unit have moved, the player can choose another unit and declare another charge if he wishes.

(Proposed Rule) Fiery Charge

Any models that have made a successful Charge may immediately make a Fiery Charge shooting attack against the non-vehicle enemy unit they charged. Resolve it as a normal Shooting attack, with only Assault and Pistol type weapons able to fire. Any casualties caused from this attack are added to the combat result for this side.

However, units choosing to make a Fiery charge lose their bonus attack from a charge, if any. Units with the Rage USR only lose one of their two attacks.

Ending the Charge Sub-Phase

Once you have launched all of the charges you wish to, the Charge sub-phase is ended. Move on to the Fight sub-phase.

Fighting Sub-phase

With all the assaults launched, it's time to strike blows! How effective creatures are in close combat depends almost entirely on their physical characteristics - how fast, strong, tough and ferocious they are. In close combat, armour remains useful for warding off your enemies' attacks, but ranged weapons become a secondary consideration - the best gun in the galaxy won't save you I your opponent is bashing your brains out with a rock!

Choose a Combat

There may be several separate assaults being fought at the same time in different parts of the battlefield. if this is the case, the player whose turn it is chooses the order to resolve the combats, completing each combat before moving on to the next one, and so on until all combats are resolved.

Fight Close Combat

In close combat, both players' models fight. Attacks in close combat work like shots in shooting - each Attack that hits has a chance to wound. The wounded model gets a chance to save, and if it fails, is (generally) removed as a casualty. How many blows are struck and who strikes first is detailed later.

Initiative Steps

In close combat, slow, lumbering opponents can often be dispatched quickly by faster and more agile foes. However, many ponderous opponents are tough enough to withstand a vicious pummelling and keep coming back for more. To represent this, a model's Initiative determines when he attacks in close combat. work your way through the Initiative values of the models engaged in the combat, starting with the highest and ending with the lowest. This means that each combat will have ten Initiative steps, starting at Initiative 10 and working down to Initiative 1. You'll rarely have models fighting at all of the Initiative steps, so just skip any that don't apply. Remember that models that charged through difficult terrain fight at Initiative step 1.

Start of Initiative Step Pile-In

At the start of each Initiative step, any model whose Initiative is equal to the value of the current Initiative step, that isn't already in base contact with an enemy model, must make a Pile In move. A Pile In move is a 3" move that is performed in the following order:

  • First, any models Pile In if this will bring them into base contact with an enemy.
  • Second, any models Pile In if this will bring them to within 2" of a friendly model in base contact with an enemy
  • Any remaining models that are not in base contact with one or more enemy models and have yet to Pile In must now do so, and must attempt to get as close as possible to one or more of the enemy units locked in this combat.

These moves follow the same rules as moving charging models, except that they are not slowed by difficult terrain (though it rnay sdll trigger Dangerous Terrain tests). Also, a Pile In move cannot be used to contact units that are not already involved in the assault.

When making Pile In moves, the player whose turn it is moves his unit(s) first. If both players' Pile In moves combined would be insufficient to bring any combatants back together (that's more than 6" - very unlikely!), the assault comes to an end. All remaining Initiative steps are lost - work out the assault result as described on page XX.

Who can Fight?

Units that have one or more models in base contact with enemies are locked in combat. While a unit is locked in combat, it may only make Pile In moves and cannot otherwise move or shoot. At the start of each Initiative step, you must work out whether or not a model locked in combat is also engaged, as described below.

A model is engaged in combat, and must fight if:

  • During its Initiative step, it is in base contact with one or more enemy models.
  • During its Initiative step, it is within 2" of a friendly model in base contact with one or more enemy models in the same combat.

Models make their attacks when their Initiative step is reached, assuming they haven't already been killed by a model with a higher Initiative! If both sides have models with the same Initiative, their attacks are made simultaneously. Note that certain situations, abilities and weapons can modify a model's Initiative.

Unengaged Models

Unengaged models cannot attack in close combat - they're too far from the crush of battle.

Number of Attacks

When their Initiative step is reached, models with that Initiative who are still alive must attack.

Each engaged model makes a number of Attacks (A) as indicated on its characteristics profile, plus the following bonus Attacks:

  • +1 Charge Bonus: Engaged models that charged this turn get + 1 Attack this turn. Remember that models in units that made a disordered charge (see page XX) do not get this bonus.
  • +1 Two Weapons: Engaged models with two singlehanded weapons (often a Melee weapon and/or pistol in each hand) get + 1 Attack. Models with more than two weapons gain no additional benefit; you only get one extra Attack, even if you have four arms and a sword in each.
  • Other bonuses: Models may have other special rules and wargear that confer extra Attacks.

Rolling to Hit

To determine whether hits are scored, roll a D6 for each Attack a model gets to make and compare the WS of the attacking model with the WS of the target unit.

Then, consult the To Hit chart on this page to find the minimum result needed on a D6 To Hit. (Your Weaponskill is on the left column, Enemy Weaponskill is on the top row) 1 2 3 4 5 6 7 8 9 10 1 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 2 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 3 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 4 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 10 A A A A A A A 2+ 3+ 4+

It is worth explaining the mechanic behind the chart: For each point of WS the enemy is higher than yours, you get -1 to hit, to a maximum of needing a 6+ to hit. For each point of WS the enemy is lower than yours, you get +1 to hit, to a minimum of 2+ to hit.

Incredible Skill

When an attack with WS10 (And WS10 only!) would need a 1+ or less to hit a target, it instead causes this hit automatically, with no rolls required (To-wound rolls and saves may still be taken if applicable, counting the to-hit roll as if it were a 6)

Units with Different Weapon Skills

A few units contain models with different Weapon Skills. Whilst each model in such a unit rolls To Hit using its own Weapon Skill, Attacks made against such a unit are resolved using the Weapon Skill of the majority of the engaged enemy models. If two or more Weapon Skill values are tied for majority, use the highest of those tied values.

Rolling to Wound

Not all of the Attacks that hit will harm the enemy - they may merely graze or inflict a flesh wound. As with shooting, once you have scored a hit with an Attack, you must roll a D6 for each successful hit to see if you cause a wound and damage your foe. Consult the chart on the next page, cross-referencing the attacker's Strength characteristic with the defender's Toughness. The chart indicates the minimum result on a D6 roll required to inflict a wound, and is just like the one in the Shooting phase section. A'-' indicates that the target cannot be Wounded by the Attack. In most cases,when rolling To Wound in close combat, you use the Strength on the attacker's profile regardless of what weapon he is using. There are some Melee weapons that give the attacker a Strength bonus, and this is explained later in the Weapons section (see page XX).

Remember to use different coloured dice or otherwise distinguish between the Wounds that have different special rules attached to them (like those inflicting Instant Death or those that ignore Armour Saves), as you would do in the Shooting phase.

Multiple Toughness Values

Quite rarely, a unit will contain models that have different Toughness characteristics. When this occurs, roll To Wound using the Toughness value of the majority of the engaged foe.

If two or more Toughness values are tied for majority, use the highest of those tied values.

Allocating Wounds

After determining the number of wounds inflicted against a unit at a particular Initiative step, wounds are allocated, saves taken and casualties removed. Wounds are allocated and resolved starting with the closest model, just like in the Shooting phase. However, as you'll often have many models in base contact with the enemy, there will be many models tied for the privilege of dying first.

To resolve casualty removal. allocate each wound as follows:

  • A wound must be allocated to an enemy model in base contact with a model attacking at that Initiative step. If there is more than one eligible candidate, the player controlling the models being attacked chooses which model it is allocated to. Roll the model's saving throw (if it has one) and remove the casualty (if necessary).
  • If there are no enemy models in base contact with a model attacking at that Initiative step, the wound is allocated to the next closest enemy model. If several enemy models are the same distance away then their controlling player chooses which is allocated the Wound, as above.

Once a model has a wound allocated to it, you must continue to allocate wounds to it until it is either removed as a casualty or the Wound pool is empty. Note that it is possible for all of the models in the target unit to be hit, wounded and killed, including those that are not engaged. You can speed up this process by allocating wounds in groups (see Fast Dice, page XX).

(Proposed Rule) Final Blow

If a multiple-model unit has been reduced to only a single model with only a single wound (If it had multiple wounds, with all but the last one having been lost previously), for every successful wound this model causes it may immediately make an additional attack with identical Strength, AP, and any other applicable special rules against that same target at the same Initiative step. If these additional attacks cause wounds, they gain another attack against that target, and so on.

A Final Blow cannot be made by Independent Characters.

Cover Saves

Models do not get cover saves against any Wounds suffered from close combat attacks, and for obvious reasons, cannot Go to Ground - there's nowhere to hide!

Armour Saving Throws

Models can take armour saves to prevent Wounds caused in close combat - provided that their armour is good enough, of course! As in the Shooting phase, if the Wound is caused by a weapon with an AP that ignores the wounded model's Armour Save, then the save cannot be taken (see page XX).

Invulnerable Saves

An invulnerable save can be made, if it is the best save available. It can even be made if a model is not permitted to take an armour save (because the AP of the Attack negates it or the rules for a weapon or Attack states that no armour save is allowed).

Dead Before Striking

If a model becomes a casualty before its Initiative step, it cannot strike back. When striking blows simultaneously, you may find it more convenient to resolve one side's Attacks and simply turn the dead models around to remind you that they have yet to attack back.

Fight Next Initiative Step

Fight the next Initiative step as previously described until all of the Initiative steps have been completed (remember to skip Initiative steps which have no models in them).

Look Out, Sir

As with shooting attacks, if a character has a Wound allocated to him, and there is another model from the same unit within 5", he's allowed a Look Out, Sir attempt. To make a look Out, Sir attempt, roll a D6. On a roll of 3 or less, the Look Out, Sir attempt fails. On a score of 4+, the Look Out, Sir attempt is successful. Pick a model in the unit within 5" and resolve the Wound against them. If no model is in range, then you cannot attempt a look Out, Sir roll.

If the unit only consists of characters, a Look Out, Sir attempt can still be made, with one character within 6" taking the place of the erstwhile victim if the attempt is successful. Only one Look Out, Sir roll can be taken per wound allocated - once the wound has been transferred (or not), no further attempts to reallocate it can be made.

Determine Assault Results

Assaults are usually decisive; one side or the other quickly gains the upper hand and forces their foe back. Good leadership can keep a side in the fight, but the casualties that each side inflicts are usually the most telling factor.

To decide who has won the combat, total trp the number of unsaved Wounds inflicted by each side onto their opponents. This includes all Wounds caused during the Fight sub-phase, whether from conventional Attacks, psychic powers, the Hammer of Wrath special rule, or other factors. The side that caused the most Wounds is the winner. The losing unit must make a Morale check and Falls Back if it fails (see page XX). If both sides suffer the same number of wounds, the combat is drawn and continues next turn. Of course, if one side destroys the enemy completely, it wins automatically, even if it sustained more casualties!

Note that wounds that have been negated by saving throws or special rules do not count towards determining who won the combat. Neither do wounds in excess of a model's wounds characteristic; only the Wounds actually suffered by enemy models count (including all of the Wounds lost by models that have suffered Instant Death - see page XX).

In rare cases, certain models can cause wounds on themselves or their friends - obviously, these wounds are added to the other side's total for working out who has won.

Check Morale

Units that lose a close combat must make a Morale check to hold their ground, with a penalty depending on how severe the defeat was (see page XX).

  • If they pass, the unit fights on - the combat is effectively drawn and no further account is made of the unit's defeat.
  • If the unit fails, they abandon the fight and Fall Back. Morale checks and falling back are covered in the Morale section on page XX.

Our Weapons Are Useless

If a unit is locked in combat with an enemy it cannot hurt, it can choose to automatically fail its Morale check for losing a combat. This can be a risky tactic, but sometimes worthwhile.

Sweeping Advances

When a unit falls back from combat, the victors make a Sweeping Advance, attempting to cut down their fleeing foes.

When a Sweeping Advance is performed, both the unit falling back and the winning unit roll a D6 and add their unmodified Initiative to the result. In a unit with mixed Initiative characteristics, use the highest - we can assume the quicker-witted individuals in the unit guide the others.

The units then compare their totals.

If the winner's total (Initiative + dice roll) is equal to or greater than the foe's, the falling back unit is caught by the Sweeping Advance: For each point the winner’s Initiaite test result beats that of the foe’s, the foe immediately suffers 1d6 wounds, with no saves allowed!

If the falling back unit's total is higher, they break off from the combat successfully.

In either case, make a Fall Back move for the surivivng members of the losing unit (see page XX). The winners can then Consolidate as detailed below.

Disallowed Sweeping Advances

If a victorious unit is still locked in combat with other units that are not falling back, it does not get a chance to execute a Sweeping Advance and the retreating enemy automatically makes their Fall Back move safely Some troops, as detailed in their special rules, are not permitted to make Sweeping Advances - when a victorious unit contains one or more models that are not allowed to make a Sweeping Advance, the enemy always manage to disengage safely - there is no need to roll.

End of Combat Pile-In

After the combat has been resolved, it can happen that some models from units that did not Fall Back are not in base contact with an enemy. These models must make a Pile In move, starting with the side whose turn it is. This is treated exactly like a start of Initiative step Pile In, as found on page XX.

=Consolidation

At the end of a combat, if a unit's opponents are all either destroyed or falling back or the end of combat Pile In was insufficient, so that the units are no longer locked in combat with each other, they may Consolidate. Consolidating models move up to D6" in any direction as the sudden victory may leave the warriors raring to storm onwards or flat-footed and dumbfounded, according to the vagaries of fate.

Units making a Consolidation move are not slowed by difficult terrain but do trigger Dangerous Terrain tests where appropriate. A Consolidation move may not be used to move into base contact with enemy models, as this can only be done with a charge move. Consolidating models must therefore stop 1" away from all enemy models, including any that might have just fallen back from the combat that the consolidating unit has fought in.

Multiple Combats

Combats that involve more than two units are called multiple combats (see the diagram on page XX for an example). Because of the extra complexity, they need some additional rules.

Charge Sub-Phase

Sometimes, you'll find it advantageous to have one of your units charge two or more enemy units. This allows you to tie up more enemy warriors in close combat, however, such a tactic is not without its risks.

Declare a Charge

We break a multiple charge declaration into two different categories: the primary target, and secondary targets.

Primary and Secondary Targets

The primary target is the charging unit's main target. If the charging unit shot in the Shooting phase, it can only declare a charge if its primary target is the unit it targeted.

Secondary targets are other targets of opportunity that you think the charging unit can engage at the same time as the primary assault. Remember that a unit cannot declare a charge against a unit it cannot reach or cannot see, and all targets being charged by the unit must be declared at the same time.

Disordered Charge

If a unit declares that it is charging multiple units, its charge is disordered. A unit making a disordered charge does not gain the +1 Charge Bonus to its number of Attacks usually gained from a charge.

Resolve Multiple Overwatch

If a unit declares a charge against two or more target units, all of the target units can fi.re Overwatch! Resolve each unit's Overwatch shots separately in an order determined by the target units' controlling player

Roll Charge Range

Roll your charge range just as you would for a normal charge.

Charge Move

As we now have primary and secondary targets, resolving charge moves need a little more clarification.

Move Initial Charger

Once Overwatch is resolved, find the initial charger for the primary assault (the model in the charging unit closest to the primary target) and attempt to move it into base contact with the primary target, just as you would against a single target. If his charge fails, the charging unit doesn't move at all.

If the initial charger successfully moves into base contact with the primary target, remaining models can charge models belonging to either the primary or secondary target units, as long as they follow the rules for moving charging models. That said, a charging model is not permitted to move into base contact with a model in a secondary target, unless it cannot move into base contact with an unengaged model in the primary target. Remember that the charging unit is not allowed to break its unit coherency, and this will obviously limit the potential for this kind of charge.

Charging Through Difficult Terrain

If all of the enemy units charged were already locked in combat from a previous turn or had gone to ground, the Initiative penalty for charging through difficult terrain does not apply, as the enemy warriors are not set to receive the charge, and the unit charging through cover fights at its normal Initiative.

Fight Sub-Phase

Resolving the Fight sub-phase of a multiple combat is done just as it is for a combat between two units except for the following clarifications and adjustments.

Directing Attacks

In multiple combats, during a model's Initiative step, the following extra rules apply:

  • A model that is in base contact, or engaged, with just one enemy unit when it comes to strike must attack that unit.
  • A model that is in base contact, or engaged, with more than one enemy unit when it strikes blows, can split its Attacks freely between those units. Declare how each model is splitting its Attacks immediately before rolling To Hit.

Assault Results

When determining assault results in a multiple combat, total up the number of wounds inflicted by all units on each side to see which side is the winner. Every unit on the losing side has to check their Morale (they all use the same penalty, as described in the Morale section on page XX).

After all of the losing units have taken their Morale checks, each winning unit that is now free to make a Sweeping Advance rolls the dice and compares its total with the total of each of the falling back enemy units it was engaged with. Any that it equals or beats are destroyed. Remember that winning units can only Sweeping Advance if all of the units they were locked in combat with Fall Back or are wiped out in the fight.

After determining assault results, all units that were involved in that multiple combat must make Pile In moves towards enemies that fought in that combat. If no models in a unit are in base contact with an enemy unit, and the combined Pile In moves of both sides are not enough for them to get back into base contact, then they can Consolidate instead (Proposed Rule) Shooting Into and out of Close Combat.

Models belonging to units locked in combat cannot fire weapons in the Shooting phase, they are too busy fighting the enemy in front of them. However, models can shoot at units locked in close combat - while some commanders may wish their warriors to fire indiscriminately into the middle of close combats in the hopes of hitting the enemy, this is a risky maneuver. Units wishing to shoot into a melee must declare which of the engaged units they are trying to hit, and then perform a snap shot against that unit. Any successful snap shots hit the nominated enemy unit. However, any rolls of 1 or 2, even if they would normally be hits, hit one of your engaged units instead! (In the case of shooting at a melee which has no units you control, the 1s and 2s hit a squad from a different player than the controlling player of the nominated squad). Resolve all these hits as normal, and keep in mind that if you cause any casualties to a friendly unit, they will suffer a penalty to any Morale checks they might need to make!

While blast markers and templates cannot be deliberately placed such that they cover any models locked in combat, they may end up there after scattering and will then cause hits on any units they touch (friends and foes!) as normal.

Units that are locked in close combat do not take Morale checks or Pinning tests caused by shooting and cannot Go to Ground; they are much too focused on fighting to be worried about being shot at!

Morale

To represent this element of the unknown your units have to check to see if their morale holds under certain circumstances. As you will have already gathered, particular events will require your units to take Morale checks, and a unit in particularly dire straits may be forced to take several in a single turn.

Morale Checks

Morale represents the grit, determination, or (sometimes) plain stupidity of warriors in action. Morale checks are a specific kind of Leadership test.

Like all other Leadership-based tests, Morale checks (also sometimes called Morale tests) are taken by rolling 2D6 and comparing the total to the unit's Leadership value.

  • If the result is equal to or less than the unit's Leadership value, the test is passed and the unit does not suffer any ill effects - their nerve has held.
  • If the result is higher than their Leadership, the test is failed and the unit will immediately be Pinned or Fall Back, as described later.

Some units have special rules pertaining to Morale checks that are detailed in their codex. For example, some particularly fanatical units might be immune to the effects of morale. Some units always pass Morale checks, while a few others always pass all leadership tests. This is a subtle but important difference.

For example, units that always pass Morale checks will still have to test for Pinning.

Morale Check Modifiers

Certain circumstances can make Morale checks harder for a unit to pass. This is represented by applying leadership modifiers to Morale checks, which can modify the unit's Leadership value by -1,-2 or sometimes even more.

Insane Heroism

Occasionally, warriors will refuse to retreat even when faced with impossible odds or particularly harrowing experiences. Sometimes you can push someone just too far! A roll of double 1 on the 2D6 always passes a Morale check, regardless of any modifiers.

(Proposed Rule) When to Test

The most common reasons a unit must take a Morale check are as follows:

  • Casualties: A unit losing 25% or more of its current models during a single Movement or Shooting phase must take a Morale check at the end of that phase or be Pinned.
  • A unit losing 50% or more of its current models during a single Movement or Shooting phase must take a Morale check at the end of that phase or immediately Fall Back.
  • Losing an assault: Units that lose a close combat (usually from suffering more wounds than they inflicted) must pass a Morale check to hold their ground. If they fail, they must Fall Back. Units taking this Morale check suffer a -1 Ld. If the winning enemy unit had at least double their combat resolution, the penalty is instead -2 Ld. If it was triple, then the penalty is instead -3, and so on, with a maximum penalty of -6.

Fall Back

Sometimes retreat is the only option left to a soldier on the battlefield. A withdrawal can give troops the chance to retire to a stronger position, to regroup and mount a fresh attack, or to hold back the approaching enemy Of course) a retreat is not without its risks.

Units make a Fall Back move immediately upon failing a Morale check - the only moves they can make in subsequent phases are Fall Back moves until they Regroup. In each subsequent Movement phase, they will make further Fall Back moves instead of moving normally, until the unit Regroups, is destroyed or leaves the table.

Most units fall back 2D6". Fall Back moves are not slowed by difficult terrain, but incur Dangerous Terrain tests, as normal. Units with models that Fall Back at different speeds always Fail Back at the speed of the slowest model in the unit.

Each model in the unit moves directly towards their own table edge by the shortest possible route. If playing a mission where there is no 'own' table edge, models move towards the closest table edge instead.

If any model from a unit that is falling back moves into contact with a table edge, that model is removed from the game as a casualty, as it scatters and flees the battle.

Falling Back from Close Combat

Models falling back from a combat can freely move through all enemy models that were involved in that combat (they have already missed the chance to catch them) This is an exception to the normal rules for moving that state that a model cannot move through a space occupied by another model. If any models would end their move less than 1" from one of these enemies, extend the Fall Back move until they are clear.

Trapped

Sometimes) a unit finds its Fall Back move blocked by impassable terrain, friendly models or enemy models. The unit may move around these obstructions in such a way as to get back to their table edge by the shortest route, maintaining unit coherency, even if this means moving away from their table edge. If the unit cannot perform a full Fall Back move in any direction without doubling back, it is destroyed (see below).

Falling Back and Shooting

Units that are falling back can continue to shoot (including Overwatch fire and psychic shooting attacks) but can only fire Snap Shots. Furthermore, units that are falling back cannot Go to Ground and automatically pass Pinning tests.

Morale and Falling Back

Units that are falling back automatically fail all Morale checks, but can Regroup, as discussed next

Regrouping

Just because a unit Falls Back doesn't mean it is out of the fight. Courageous officers will try to inspire their troops to rally. Warriors might regain their will to fight out of honour, duty or sheer bloody-mindedness.

A unit that is falling back must attempt to Regroup by taking a Regroup test in their Movement phase just before they move.

  • If at least 25% of the unit's models are still alive, this is a normal Leadership test.
  • If less than 25% of the unit's models are still alive, then the Leadership test can only be passed with an Insane Heroism result of double 1. The exception to this is regrouping when assaulted (see right).
    • If the unit fails its Regroup test, then it must immediately continue to Fall Back.
    • If the unit successfully passes the test, it stops falling back and can immediately move up to 3". This move is unaffected by difficult terrain, but Dangerous Terrain tests must be taken as normal. If the unit is out of coherency when the Regroup test is made, then the 3" move must be used to restore coherency, or as near as possible.

Once a unit has regrouped, it cannot otherwise move (so cannot Run in the Shooting phase or charge in the Assault phase). However, it can shoot (including Overwatch), but counts as having moved and can only fire Snap Shots.

Falling Back and Assaults

A unit that is falling back cannot charge.

Falling Back and Multiple Assaults

Sometimes, as part of a multiple assault, a charging unit declares charges against one or more units that are falling back as well as one or more units that are not. If the primary or secondary targets of a multiple charge are falling back, each retreating unit must test to Regroup as soon as one charging model is found to be within charge range (see below).

Regrouping When Assaulted

Units that have charges declared against them while falling back must always test to Regroup as soon as the enemy is found to be within charge range. This test is always a normal Leadership test, and does not require Insane Heroism, regardless of the number of models remaining in the unit.

  • If the test is failed, the assaulted unit is removed as a casualty at the end of the Charge sub-phase.
  • If the test is successful, the unit Regroups (without moving), and the fight continues as normal, starting with the enemy moving his charging models.

Regrouping and Multiple Assaults

If the test is successful, that unit regroups (without moving) and the assault continues as normal. If the test is failed, the falling back unit is destroyed and the charging model must continue its charge move against the remaining enemy units as if the falling back unit was never there.

SPECIAL RULES

Whenever a creature or weapon has an ability that breaks or bends one of the main game rules, it is represented by a special rule. A special rule might improve a model's chances of causing damage by granting it poisoned weapons or a boost to its Strength. Conversely a special rule may improve a model's survivability by granting it resistance to pain, or the ability to regrow damaged flesh. Special rules allow snipers to target the weak spots of their foes, scouts to range ahead of the army and anti-aircraft guns to blow flyers out of the skies.

What Special Rules do I have?

It may seem obvious, but unless stated otherwise, a model does not have a special rule. Most special rules are given to a model by the relevant entry in its codex. That said, a model's Attacks can gain special rules because of the weapon it is using. similarly a model might get special rules as the result of psychic powers, scenario special rules or being hunkered down in a particular type of terrain.

Where this is the case the rule that governs the psychic power, scenario or terrain type in question will make this abundantly clear.

Most of the more commonly used special rules in Warhammer 40,000 are listed here, but this is by no means an exhaustive list. Many troops have their own unique abilities, which are laid out in their codex.

For ease of consultation, we've presented the special rules in alphabetical order. There's also an index at the back of the book to help you locate any particular special rule you're after.

Acute Senses
If a unit contains at least one model with this special rule, and that unit arrives on a random table edge (due to Outflank, or other special rules), then you can re-roll to see which table edge they arrive from.
Adamantium Will
A unit that contains at least one model with this special rule receives a + 1 bonus to Deny the Witch rolls (see page XX).
And They Shall Know No Fear
A unit that contains at least one model with this special rule automatically passes tests to Regroup.The unit can move, shoot (or Run) and declare charges normally in the turn in which it Regroups (in addition to the 3" Regroup move). If a unit containing one or more models with this special rule is caught by a Sweeping Advance, they only suffer 1d3 automatic wounds instead of 1d6. Additionally, a unit that contains at least one model with this special rule is immune to Fear.
Assault Vehicle
Passengers disembarking from Access Points on a vehicle with this special rule can charge on the turn they do so, even on a turn that the vehicle was destroyed.
Armorbane
If a model has this special rule, or is attacking with a Melee weapon that has this special rule, it rolls 2D6 for armour penetration in close combat.
Similarly,if a model makes a shooting attack with a weapon that has this special rule, it rolls 2D6 for armour penetration.
In either case, this special rule has no effect against non-vehicle models.
Blast and Large Blast
A weapon's profile will designate it as being either Blast or Large Blast; Blast refers to the (3") blast marker and Large Blast refers to the (5") blast marker. Large Blasts follow all of the rules for Blasts.
When firing a Blast weapon, models roll to hit as normal.In the case of a successful hit, place the relevant blast marker with its hole entirely over the base of the target model (see diagram), or its hull if the target is a vehicle. The hole at the centre of the marker must be within the weapon's maximum range. You cannot place the blast marker so that the base or hull of any friendly models is even partially under it.
Blast weapons with the Ordnance type always scatter a number of inches equal to 2d6 subtracting the fire’s Ballistic Skill, to a minimum of 0”
The large area affected by the blast means it's going to be very hard to miss completely. Nonetheless, the shot might not land exactly where intended.
If your model rolled a Miss, roll for the blast marker to scatter but do not subtract the firer's Ballistic Skill from the distance that it scatters. In the case of rolling a ‘Hit’ on the Scatter Die, instead scatter in the direction of the small arrow on the die. Note that it is possible, and absolutely fine, for a shot to scatter beyond the weapon's maximum or minimum range and line of sight.
This represents the chance of ricochets, the missile blasting through cover and other random events. In these cases, hits are worked out as normal and can hit and wound units out of range and line of sight (or even your own units, or models locked in combat). If the shot scatters so that the hole in the centre of the marker is beyond the table's edge, the shot is a complete miss and is discarded.
Once the final position of the blast market has been determined, take a good look at it from above - the unit suffers one hit for each model with its base fully or partially beneath the blast marker (see diagram).

Once the number of hits inflicted on the unit has been worked out, roll To wound and save as normal. Any unsaved wounds are then allocated on the unit as for a normal shooting attack.

Multiple Blasts
If a unit is firing more than one shot with the Blast special rule, resolve each shot, one at a time, as described above. Scatter each individually if they miss, then determine how many hits are scored by each blast marker. Finally, resolve these, and the rest of the unit's shots, as normal.
Blast Weapons and Rerolls
If a model can reroll with a Blast weapon, they reroll their dice to-hit with the weapon. If an Ordnance Blast weapon can reroll, they reroll both the distance and scatter die.
Blast Weapons and Snap Shots
Blast weapons cannot be fired as Snap Shots
Barrage (Is not copy-paste, so apologies for any errors)
Act as Blast or Large Blast weapons, with following exceptions:
  • Always Pinning
  • Determine Cover Save from central hole of marker
  • Can fire indirectly (Can fire at enemy without LOS to, but always roll full scatter)
Multiple Barrages
Place barrage weapon template from weapon closest to target first, and scatter as normal.
Remaining shots scatter to touch the central template. Hit=players choice of where to put template
After placing all the templates, resolve hits and wounds
Blind
Any unit hit by a model or weapon with this special rule must immediately take an Initiative test. If the test is passed, all is well - a shouted warning has caused the warriors to avert their gaze.If the Initiative test is failed, all models in the unit are reduced to Weapon Skill and Ballistic Skill 1 until the end of their next turn. If the unit is charged, they automatically pass their Leadership test to enable Overwatch or a controlled Fall Back, but any Fall Back moves they make this turn are only 1d6”. Should the attacking unit hit themselves) we assume they are prepared and they automatically pass the test.
Brotherhood of Psykers/Sorcerors
A unit with this special rule counts as a Mastery Level 1 Psyker. The unit follows all the normal rules for Psykers, with the following clarifications :
  • The unit uses the Leadership of its character, if there is one (and he is alive), or the unit, if there isn't a character (or he is dead), for Psychic tests. The unit can never use the leadership of an Independent Character for Psychic tests.
  • If the unit suffers the Perils of the Warp, or any other attack that specifically targets Psykers, it is resolved against the character, if there is one (and he is alive), or against a random, non-character model in the unit, if there is no character (or he is dead).
Bulky (X)
Models with the Bulky USR take up the number of transport slots indicated by the number in parentheses.
Concussive
A model that suffers one or more unsaved wounds from a weapon with this special rule is reduced to Initiative 1 until the end of the following Assault phase.
Counter-Attack
If a unit contains at least one model with this special rule, and that unit is charged, if it passes their Leadership check, they may immedaitely attempt to make a Charge against the enemy that triggered their Charge, instead of taking a Fall back or Overwatch action. They roll for the charge as normal, and if successful, are placed against the enemy unit as normal. This charge may not be used to multiassualt. If successful, this unit gains the +1 attack for the successful charge, and the enemy unit does not (Other rules like Hammer of Wrath still apply as if the enemy unit had made a successful charge)
Crusader
A unit that contains at least one model with this special rule rolls an extra dice when making Run moves, and uses the highest result rolled. In addition, a unit that contains at least one model with this special rule adds D3 to its Sweeping Advances total (roll each time).
Daemon
Models with the Daemon special rule have a 5+ invulnerable save, and also have the Fear special rule.
Eternal Warrior
A model with this special rule is immune to the effects of Instant Death.
Fear
If this unit declares a charge at an enemy unit, the leadership test for that enemy unit is taken at a -1d3 Ld penalty.
Fearless
Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear and Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons are Useless rule (see page XX).
Feel No Pain
When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being wounded (this is not a saving throw). Roll a D6 each time an unsaved Wound is suffered. On a 4 or less, you must take the Wound as normal. On a 5+, the unsaved Wound is discounted - treat it as having been saved.
Note that Feel No Pain rolls cannot be made against unsaved Wounds that inflict Instant Death.
If a unit has the Feel No Pain special rule with a number in brackets afterwards - Feel No Pain (6+), for example - then the number in brackets is the D6 result needed to discount the Wound.
Fleet
There are many variants of this rule: Fleet of Foot, Fleet of Claw, even Fleet of Hoof.
Title aside, all models with these abilities are treated the same. A unit composed entirely of models with this special rule always adds 1d6 to any movement during the Movement Phase. This does not apply to charges, Fall Back moves, or other kinds of movement.
Fleshbane
If a model has this special rule, or is attacking with a Melee weapon that has

this special rule, they always wound on a 2+ in close combat.

Similarly, if a model makes a shooting attack with a weapon that has this special rule, they always wound on a 2+.
In either case, this special rule has no effect against vehicles.
Deep Strike
In order for a unit to be able to Deep Strike, all models in the unit must have the Deep strike special rule and the unit must start the game in reserve. When placing the unit in reserve, you must tell your opponent that it will be arriving by Deep Strike (sometimes called Deep Strike reserve).
Some units that must arrive by Deep Strike. They always begin the game in reserve and always arrive by Deep Strike. When working out how many units can be placed in reserve, units that must be deployed by Deep Strike (along with any models embarked upon them) are ignored. In addition, a unit that must arrive by Deep Strike (such as a Drop Pod) must do so even if you are playing a special mission where the Reserves special rule is not being used. of course, all the Eternal War missions presented later do use Reserves) so you won't usually need to worry about this distinction.
Arriving By Deep Strike
Roll for the arrival of all deep striking units as specified in the rules for Reserves and then deploy them as follows:
  • First, place one model from the unit anywhere on the table, in the position where you would like it to arrive, and roll for scatter to determine the model's final position. If a vehicle scatters when arriving via Deep Strike, do not change its facing - it must continue to face the same direction as it did before you rolled for scatter.
  • Next, the unit's remaining models are arranged around the first one. Models must be placed in base contact with the first model in a circle around it. When the first circle is complete, a further concentric circle must be placed with each model touching the circle inside it. Each circle must include as many models as will fit.
  • Models deploying via Deep Strike treat all difficult terrain as dangerous terrain.
In the Movement phase during which they arrive, deep striking units may not move any further, other than to disembark from a deep striking Transport vehicle if they are in one. Units deep striking into ruins are placed on the ground floor. Deep striking units count non-ruined buildings (except for their battlements) as impassable terrain.
In that turn's Shooting phase, these units can fire (or Run) as normal, and obviously count as having moved in the previous Movement phase. Vehicles, except for Walkers, count as having moved at Cruising Speed (even immobile vehicles). This can affect the number of weapons they can fire with their full ballistic Skill (see page XX).
In that turn's Assault phase, however, these units cannot charge. This also applies to units that have disembarked from Transports that arrived by Deep Strike that turn.
Deep Strike Mishaps
If any of the models in a deep striking unit cannot be deployed, because at least one model would land partially or fully off the table, in impassable terrain, on top of a friendly model, or on top of or within 1 " of an enemy model, something has gone wrong.
The controlling player must roll on the Deep strike Mishap table and apply the results. If the unfortunate unit is also a Transport, the Deep strike Mishap result applies to both the unit and anything embarked.within it.
Force
If a Psyker inflicts one or more unsaved 'Wounds with a Force weapon, he can immediately choose to activate it by taking a Psychic test (see page XX). If the test is failed, then there is no additional effect. If the test roll was a double 1 or double 6, the weilder suffers an immediate wound from the ravages of the Warp energy(Can only be saved with any Invuln saves).

If the test is passed, all unsaved Wounds inflicted by the Force weapon that turn have the Instant Death special rule (see page XX). Deny the Witch rolls cannot be taken against Force weapons.

Force weapons have no additional effect against vehicles or models that do not have a Wounds characteristic.
Furious Charge
In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of that phase. A model that has made a disordered charge that turn receives no benefit from Furious Charge (see page XX).
Gets Hot
When firing a weapon that Gets Hot, roll To Hit as normal. For each To Hit roll of 1, the firing model immediately suffers a Wound (armour saves or invulnerable saves can be taken) - a vehicle instead suffers a glancing hit on a further roll of a 1, 2 or 3.
Gets Hot and weapons that do not Roll to hit
Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for

each shot immediately before firing. On a 2+, the shot is resolved as normal.

For each roll of a 1, the weapon Gets Hot; the firing model suffers a wound (armour saves or invulnerable saves can be taken) and that shot is not fired. A vehicle instead suffers a glancing hit on a further roll of a 1 ,2 or 3 each time the weapon Gets Hot.
Gets Hot and Rerolls
If a model has the ability to re-roll its rolls To Hit (including because of BS 6+, or Twin-linked), while the shot may be rerolled (and may score a hit), the wielder still takes a wound if the original roll or the reroll rolls a 1. If both roll a 1, the wielder only suffer the single wound.
Hammer of Wrath
If a model with this special rule charges and ends its charge move in base contact with one or more enemy models, it makes one additional Attack that hits automatically and is resolved at the model's unmodified Strength with an AP of -. This Attack is resolved during the Fight sub-phase at the Initiative 10 step. This does not grant the model an additional Pile In move at the Initiative 10 step.
If a model with this special rule charges a Transport vehicle or building, the Hammer of Wrath hlt is resolved against the Transport vehicle or building, not the occupants.
Hatred
Commonly, a model only has Hatred towards a specific type of foe, in which case, the unlucky target will be expressed, in brackets, after the special rule. This can refer to a whole anny, or a specific unit from that army.
For example, Hatred (Orks) would mean any model from Codex
Orks,whilst Hatred (Big Meks) would mean only Big Meks. A model striking a hated foe in close combat re-rolls all misses during the first round of each combat - he does not get to make re-rolls for Hatred in subsequent rounds. In addition, if charged by the Hated foe, this unit always passes the Ld check to avoid fleeing.
Haywire
When a weapon with this special rule hits a vehicle, roll a D6 to determine the effect rather than rolling Armour Penetration normally:
Hit and Run
A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.
  • If the test is failed, nothing happens and the models remain locked in the fight.
  • If the test is passed, choose a direction - then roll 3D6. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1 " away from all of the enemy units they are engaged in combat with, the unit breaks away from combat and immediately moves a number of inches in the chosen direction equal to the 3D6 result, ignoring the units they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate D6".
A Hit & Run move is not slowed by difficult terrain, but treats dangerous terrain normal. It may not be used to move into contact with enemy units, and models instead stop 1 " away. If there are units with this rule on both sides who wish to disengage, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.
Ignores Cover
Cover saves cannot be taken against Wounds caused by weapons with the Ignores Cover special rule.
Infiltrate
Units that contain at least one model with this special rule are deployed last, after all other units (friend and foe) have been deployed. If both sides have Infiltrators, the players roll-off and the winner decides who goes first, then alternate deploying these units. Infiltrators can be set up anywhere on the table that is more than 12 " from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a building (see page XX), as long as the building is more than 12 " from any enemy unit. Alternatively, they can be set up anywhere on the table more than 18" from any enemy unit, even in plain sight.
A unit that deploys using these rules cannot charge in the first turn.
Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves (see page XX). If a unit with Infiltrate is deployed inside a Dedicated Transport, they may Infiltrate or Outflank along with their Transport, but if they do, they must deploy/move onto the table embarked within it.
An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment.
Instant Death
Unsaved Wounds inflicted by an Attack with this special rule automatically inflict Instant Death, regardless of the victim's Toughness (see page XX).
Interceptor
At the end of the enemy Movement phase, a weapon with the Interceptor special rule can be fired at any one unit that has arrived from reserve within its range and line of sight. If this rule is used, the weapon cannot be fired in the next turn, but the firing model can shoot a different weapon if it has one.
If a weapon has both the Interceptor and Skyfire special rules, it uses its full Ballistic Skill against all targets (unless it is firing Snap Shots).
It Will Not Die
At the end of each friendly turn, roll a D6 for each model with this special rule that has less than its starting number of Wounds or Hull Points, but has not been removed as a casualty or destroyed. On a roll of 5+, that model regains a Wound, or Hull Point, lost earlier in the battle.
Jink
A model with this special rule that has moved in its Movement phase improves it’s cover save by +1 (If in the open, it gains a 6+ cover save) until the start of its next Movement Phase
If a model with this special rule moves Flat Out or Turbo-boosts, it instead improves it’s cover save by +2 (If in the open, it gains a 5+ cover save) until the start of its next Movement Phase
Lance
Weapons with the lance special rule count vehicle Armour values higher than 12 as 12.
Independent Character
Independent Characters can join other units. They cannot, however, join vehicle squadrons (see page XX) or units that always consist of a single model (such as most vehicles and Monstrous Creatures). They can join other Independent Characters, though, to form a powerful multicharacter unit joining and Leaving a Unit
An Independent Character can begin the game already with a unit, either by being deployed in unit coherency with it or, if the unit is in reserve) by informing your opponent of which unit it has joined. In order to join a unit, an Independent Character simply has to move so that he is within the 2" unit coherency distance of a friendly unit at the end of their Movement phase. If the Independent Character is within 2" of more than one unit at the end of its Movement phase, the player must declare which unit it is joining. If an Independent Character does not intend to (or cannot) join a unit, it must (where possible) remain more than 2" away from it at the end of the Movement phase. This is to make clear whether they have joined a unit or not Note that, after an Independent Character joins a unit, that unit can move no further that Movement phase.
An Independent Character can leave a unit during the Movement phase by moving out of unit coherency with it. He cannot join or leave during any other phase - once shots are fired or charges are declared, it is too late to join in or duck out!
An Independent Character cannot leave a unit while either he or the unit is locked in combat, falling back or has gone to ground.

He cannot join a unit that is locked in combat or falling back. If an Independent Character joins a unit, and all other models in that unit are killed, he again becomes a unit of one model at the start of the following phase.

While an Independent Character is part of a unit, he counts as part of the unit for all rules purposes, though he still follows the rules for characters.
Look Out, Sir
Independent Characters pass look Out, Sir rolls on a 4+ as per normal Look Out Sir rolls (see page XX).
Heroic Morale
A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbers, but instead tests as if it had at least 25% remaining.
Special Rules
When an Independent Character joins a unit, it might have different special rules from those of the unit. Unless specified in the rule itself (as in the Stubborn special rule), the unit's special rules are not conferred upon the Independent Character, and the Independent Character's special rules are not conferred upon the unit. Special rules that are conferred to the unit only apply for as long as the Independent Character is with them.
Independent Characters and Ongoing Effects
Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful effect, such as those bestowed by the Blind special rule, for example If the character leaves the unit, both he and the unit continue to be affected by the effect, so you'll need to mark the character accordingly.
Conversely, if a character joins a unit after that unit has been the target of an ongoing effect (or joins a unit after himself having been the target of an ongoing effect) benefits and penalties from that effect are not shared.
Master-Crafted
Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.
Melta
Ranged weapons with this special rule roll an additional die when rolling to penetrate a vehicle's Armour at half range or less. If the weapon is more than half its maximum range away, it rolls to penetrate as normal. See the Vehicles rules (page XX) for more details on armour penetration.
Weapon Lock
Blast weaponsfired by a vehicle with this special rule scatter D6" rather than 2D6".
Monster Hunter
A unit that contains at least one model with this special rule re-rolls all failed To Wound rolls against Monstrous Creatures and Flying Monstrous Creatures.
Move Through Cover
A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain. In most circumstances, this will mean that the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests. The Move Through Cover special rule has no effect on charge range rolls or Impact tests (see page XX).
Nightfighting
This mission special rule is described in full detail on page XX.
Nightvision
A unit that contains at least one model with this special rule ignores the effects of Night Fighting.
Outflank
During deployment, players can declare that any unit that contains at least one model with this special rule is attempting to Outflank the enemy. This means they are making a wide sweeping move to get behind enemy lines or come at the foe from an unexpected direction.
When an Outflanking unit arrives from Reserves, but not Ongoing Reserve, the controlling player rolls a D6
on a 1 -2, the unit comes in from the table edge to the left of their controlling player's own table edge; on a 3-4, they come on frorn the right; on a 5-6, the player can choose left or right. Models move onto the table as described for other Reserves. If such units are picked from their army list with a Dedicated Transport, they rnay Outflank along with their Transport, but if they do, they must move onto the table embarked within it.
Pinning
If a non-vehicle unit suffers one or more unsaved wounds from a weapon with the Pinning special rule, it must immediately take a leadership test. This is called a Pinning test.
If the unit fails the test, it is pinned and must immediately Go to Ground (see

page XX). As the unit has already taken its saves, going to ground does not protect it against the fire of the Pinning weapon that caused the test (or indeed from any other weapon fired by the same unit that phase) - it's too late!

As long as the test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them .If a unit has already gone to ground, no further Pinning tests are taken.
If the special rules of a unit specifies that the unit can never be Pinned, the unit automatically passes Pinning tests. Such units can still Go to Ground voluntarily if they wish.
Poisoned
If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always wounds on a fixed number (generally shown in brackets) unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the poisoned weapon) is the same or higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat.
Similarly, if a model makes a shooting attack with a weapon that has the Poisoned special rule, it always wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+). Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. This Poisoned special rule has no effect against vehicles.
Power of the Machine Spirit (Automated Backup)
In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.
Preferred Enemy
This rule is often presented as Preferred Enemy (X) where X identifies a specific

type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. ;This applies to both shooting and close combat attacks.

Psychic Pilot
A vehicle with this special rule is treated as being Leadership 10 (before modifiers) for the purposes of Psychic tests. If the vehicle suffers Perils of the Warp, treat it as a glancing hit.
Psyker
A model with this special rule is a Psyker. Rules for Psykers are covered in full detail in their own section starting on page XX.
Rage
In a turn in which a model with this special rule charges into combat, it gains +2 Attacks for charging, rather than + 1 . A model that has made a disordered charge that turn receives no benefit from Rage (see page XX).
Rampage
At the start of any Fight sub-phase, models with the Rampage special rule gain +D3 Attacks if the combat they are in contains more enemy models than friendly models - count all models in all units locked in the combat, not just those models that are engaged. Calculate each rampaging model's bonus Attacks separately. A model that has made a disordered charge that turn receives no benefit from Rampage (see page XX).
Relentless
Relentless models can shoot with Heavy, Salvo or Ordnance weapons, counting as stationary even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they file Heavy, Ordnance, Rapid Fire or Salvo weapons.
Rending
If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that his close combat attacks will strike a critical blow. For each To Wound roll of a 6, the target automatically suffers a Wound, regardless of his Toughness. These Wounds are resolved at AP 2.
Similarly, if a model makes a shooting attack with a weapon that has the Rending special rule, a To Wound roll of 6 wounds automatically, regardless of Toughness, and is resolved at AP 2.
In either case, against vehicles, each armour penetration roll of 6 allows a further D3 to be rolled, with the result added to the total.
Reserves
This mission special rule is described in full detail on page XX.
Scout
After both sides have deployed (including Infiltrators), but before the first player begins his first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry Artillery a Walker or a Monstrous Creature, each model can redeploy anywhere entirely within 6" of its current position. If it is any other unit type, each model can instead redeploy anywhere entirely within 12" of its current position.
During this redeployment, Scouts must remain more than 12" away from any enemy unit. A unit that makes a Scout redeployment cannot charge in the first turn. A unit cannot embark or disembark as part of a Scout redeployment.
If both sides have Scouts, roll-off, the winner decides who redeploys first.
Then alternate redeploying Scout units. If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is embarked upon it.
This rule also confers the Outflank special rule (see page XX).
Shred
If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred special rule, it re-rolls failed To Wound rolls in close combat.
Similarly, if a model makes a shooting attack with a weapon that has the Shred special rule, it re-rolls its failed To Wound rolls.

Shrouded

A unit that contains at least one model with this special rule counts its cover saves as being 2 points better than normal. Note that this means a model with the Shrouded special rule always has a cover save of at least 5+, even if it's in the open.

Cover save bonuses from the Shrouded and Stealth special rules are cumulative (to a maximum of a 2+ cover save).

Skilled Rider
A unit that contains at least one model with this special rule automatically passes Dangerous Terrain tests, and receives +1 to it’s Jink saves (Other cover saves are unaffected)
Skyfire
A model with this special rule, or that is firing a weapon with this special rule, fires using its normal Ballistic Skill when shooting at Flyers, Flying Monstrous Creatures and Skimmers. Unless it also has the Interceptor special rule, it can only fire snap shots against other targets.
Slow and Purposeful
A unit that contains at least one model with this special rule cannot Run, Turboboost, move Flat Out, perform Sweeping Advances or fire Overwatch. They can) however, shoot with Heavy, Salvo and Ordnance weapons, counting as stationary even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons.
Smash
All of the close combat attacks, except Hammer of Wrath Attacks, of a model with this special rule are resolved at AP 2 (unless it's attacking with an AP 1 weapon).
Additionally, when it makes its close combat attacks, it can choose to instead make a Smash Attack. If it does so, roll To Hit as normal, but halve its Attacks characteristic. A Smash Attack also doubles the model's Strength (to a maximum of 10) for the purposes of that Attack.
Furthermore, a model making a Smash Attack can re-roll its armour penetration rolls, but must abide by the second result.
Sniper
If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, each To Hit roll of a 6 results in a Precision Shot (see page XX). Models or weapons with the Sniper rule always count their shooting attacks as having AP 1d6, unless the weapon profile or special rule would indicate a better AP value.
Furthermore, if a weapon has the Sniper special rule, or is fired by . model with the Sniper special rule, its shooting attacks always wound on a To wound roll of 4+,regardless of the victim's Toughness. In addition, if the Strength of the weapon is the same or higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound for shooting with this weapon.
Against vehicles, Sniper weapons count as Strength 3.
Sniper weapons also have the Pinning and Rending special rules.
Soul Blaze
If a unit suffers one or more unsaved Wounds frorn an attack with this special rule, it is set ablaze and continues to burn - mark it with a corn or counter as a reminder.
At the end of each turn, roll a D6 for each unit with a Soul Blaze counter on it.
On a 3 or less, the flames die out and the unit is no longer ablaze - remove your reminder counter, On a 4+,the unit takes D3 Strength 4, AP 5 hits. These Wounds are allocated by the unit's controlling player and cover saves cannot be taken.
A unit cannot have more than one set ablaze counter on it at a time.
Specialist Weapon
A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless both weapons have the Specialist Weapon rule.
Split Fire
When a unit that contains at least one model with this special rule shoots, one model in the unit can shoot at a different target to the rest of his unit. To do so, the unit must first take a Leadership test. If the test is failed, the unit shoots as normal. If the test is passed, choose one model in the unit and immediately make a shooting attack with it. Once this shooting attack has been resolved, resolve the shooting attacks made by the rest of the unit, which must be at a different target.
Stealth
A unit that contains at least one model with this special rule counts its cover saves as being 1 point better than normal. Note that this means that a model with the Stealth special rule always has a cover save of at least 6+, even if it is in the open. This rule is often presented as Stealth (X) where X indicates a specific type of terrain, such as Stealth (Forests) or Stealth (Ruins).
If this is the case, the unit only gains the benefit whilst it is in terrain of the specified type.
Cover save bonuses from the Shrouded and Stealth special rules are cumulative (to a maximum of a 2+ cover save).
Strafing Run
When shooting Assault, Heavy, Rapid Fire or Salvo weapons at Artillery Beasts, Bikes, Cavalry Infantry, Monstrous Creatures and vehicles without the Flyer or Skimmer type, this vehicle has +1 Ballistic Skill. Regardless of the target, the vehicle's shots also have the Pinning special rule.
Strikedown
Any model that suffers one or more unsaved wounds or passes one or more saving throws against an attack with the Strikedown special rule is knocked off its feet and must get up before it can do anything else. It halves its Initiative and moves as if it is in difficult terrain until the end of its next turn. It is a good idea to mark affected models with counters or coins so that you remember. Vehicles and Monstrous Creatures are immune to the effects of Strikedown.
Stubborn
When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, they ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, it uses the rules for Fearless instead.
Supersonic
A Supersonic vehicle that moves Flat Out must move at least 18" and can move up to 36". Supersonic Flyers cannot enter Hover mode.
Swarms
If a Swarm suffers an unsaved Wound from a Blast, Large Blast or Template weapon, each unsaved wound is multiplied to two unsaved Wounds.
However, Swarms are adept at crossing terrain that would slow others - they are not slowed by Difficult Terrain, but must test for dangerous terrain as normal.
Tankhunters
A unit that contains at least one model with this special rule re-rolls failed armour penetration rolls against vehicles (both with shooting and in close combat) and can choose to re-roll glancing hits, in an attempt to instead get a penetrating hit - but the second result must be kept.
Torrent
When firing a weapon with this special rule, place the template so that the narrow end is within 12" of the weapon and the wide end is no closer to the weapon than the narrow end. The weapon is then treated like any other Template weapon.
Twin-Linked
A weapon with the Twin-linked special rule counts as a single weapon of that type, but to represent the fusillade of fire, you must re-roll the dice To Hit if you miss. Twin-linked weapons don't get more shots than normal ones, but they give you a better chance of hitting with them.
Twin-Linked Blast Weapons
Units with twin-linked blast weapons may reroll the die to hit. Units with Ordnance weapons can choose to re-roll the dice with a Twin-linked Blast or Large Blast weapon if the scatter dice does not roll a Hit. If you choose to do so with an Ordnance weapon, you must re-roll both the 2D6 and the scatter dice.
Twin-Linked Template Weapons
Twin-linked Template weapons are fired just like a single weapon, but must re-roll failed To wound and armour penetration rolls.
Two-Handed
A model attacking with this weapon can never gain bonus Attacks for fighting with two weapons (see page XX).
Unwieldy
A model attacking with this weapon does so at Initiative step 1, unless it is a Monstrous Creature or a walker.
Vector Dancer
A model with this special rule can make an additional pivot on the spot of up to 90' at the end of its move.
A model that uses this extra pivot cannot move Flat Out in the following Shooting phase.
Vector Strike
When Swooping, this model may savage its prey. At the end of the Movement phase, nominate any one unengaged enemy unit the model has moved over that turn. This unit may even be an enemy Flyer. That unit takes D3+1 hits, resolved at the model's unmodified Strength and AP 3. Against vehicles, these hits are resolved against the target's side armour.
A model that made a Vector Strike in its Movement phase counts as having already fired one weapon in its following Shooting phase. However, any additional weapons it fires that turn can choose a different target to that of the Vector Strike.
Zealot
A unit that contains at least one model with this special rule has both the Fearless and Hatred special rules.

UNIT TYPES

In most cases, it will be fairly obvious which unit type category a model falls into, but as unit type is essentially an extension of the characteristic profile, you'll be able to find that information in the relevant codex.

If your codex doesn't contain unit type information (as will be the case with some of the older volumes), then simply consult Appendix II of this book - you will find a complete at-a-glance bestiary that (amongst other things) lists each model's unit type.

Characters

In addition to their unit type, some models might also be noted as being characters.

we're not going to worry about characters here, however. They are such a powerful and important part of Warhammer 40,000 that they have a section all to themselves later in the book (see page XX).

Infantry

In rare cases, an Infantry unit may comprise only a single model. Infantry are fairly slow moving, but can cross almost any terrain (given enough time) and make the best use of cover to avoid enemy fire.

As the bulk of the rules are concerned with them, there are no additional rules to present here.

Bikes and Jetbikes

Armored Steed

Bike and Jetbike riders benefit from the protection offered by their bike, which increases their Toughness characteristic by 1 . If the Bike or Jetbike is part of the model's standard wargear, this bonus is already included on its profile.

Movement

Bikes and Jetbikes can move up to 12" in the Movement phase.

Bikes and Terrain

Bikes are never slowed by difficult terrain. However, they treat all difficult terrain as dangerous terrain.

Jetbikes, Models, and Terrain

Jetbikes can always move over all other models and all terrain freely. However, if a moving Jetbike begins or ends its move in difficult terrain, it must take a Dangerous Terrain test. Jetbikes cannot end their move over other models or impassable terrain, except that they can end their move on top of impassable terrain if it is actually possible to place the models on top of it. If they do that, however, they treat the impassable terrain as dangerous terrain.

Fall Back Moves

Bikes and jetbikes move 3D6" when falling back, rather than 2D6" .

Shooting

Each Bike or Jetbike in a unit can fire with one weapon for each rider on the Bike. Thus a Space Marine Attack Bike with a driver and passenger in sidecar can fire two weapons.

Bikes and jetbikes cannot Go to Ground, and cannot be Pinned.

Assault

Bike charge moves are not slowed down by difficult terrain. However, each Bike or Jetbike model that charges an enemy model behind a barricade or Aegis defence line, must take a Dangerous Terrain test. Special Rules

Bikes and Jetbikes have the Hammer of Wrath, Jink and Relentless special rules.

Turboboost

Bikes and jetbikes cannot Run, but can make a special Turbo-boost move, instead of firing in their Shooting phase. Turbo-boosting Bikes move up to 12", turbo-boosting Jetbikes move up to 24" . Controlling their Bikes at such speeds takes all the riders' concentration and skill, however. Bikes and jetbikes therefore cannot shoot, charge or execute any other voluntary action for the rest of the turn after Turbo-boosting.

Eldar (And Dark Eldar) Jetbikes

In addition to following all the rules for Jetbikes, Eldar jetbikes may move up to 2D6" in the Assault phase, even if they don't charge and even if they arrived by Deep Strike that turn. When Eldar jetbikes move in the Assault phase and do not charge, they treat difficult terrain in the same way as they do in the Movement phase. Furthermore, if an Eldar jetbike elects to Turbo-boost, it can move up to 36".

Artillery

The Unit

Artillery units consist of a number of crew models and the gun models themselves. These units are quite complex as they can include several different types of models. The gun models have the following profile:

If all the crew models are killed, the guns are immediately removed as well.

Sometimes, the player has the choice of adding leaders or additional models to the crew of an Artillery unit. These models are part of the crew in all respects and can operate the guns as normal, even if they are otherwise slightly different from the rest of the crew. Independent Characters that join the unit, however, do not count as crew and cannot operate the guns.

Moving with Artillery

Artillery guns need at least one crewman per gun in order for the unit to move. If an Artillery unit does not have at least one crewman per gun, then it rnay not move, the remaining crewmen will not voluntarily leave a gun behind.

Shooting with Artillery

Gun models cannot be fired if they moved at all in that turn's Movement phase - they cannot make Snap Shots.

Otherwise, one crewman that is within 2" of a gun in the Shooting phase can fire it. The crewmen firing the gun cannot fire any weapons they are carrying, while the other crew members (and any Independent Characters in the unit) are free to fire their side arms, provided the whole unit shoots at the same target.

When firing the guns, there must be a line of sight to the target from both the gun model and the crewman firing it (unless they are Barrage weapons, of course). Ranges are measured from the barrel on the gun model.

Shooting at Artillery

If shooting at an Artillery unit, the Toughness of the guns is always used whilst at least one gun remains. Any Wounds that are caused are still allocated to the closest model first.

If an Artillery unit chooses to Go to Ground, this does not increase the cover save of the guns - only the crew benefit.

Assault

Artillery units cannot charge as long as they include any gun models.

If an Artillery unit is charged, move the charging models into base contact with the crew and guns as normal. No wounds can be allocated to the guns.

All engaged enemies roll To Hit and To wound against the crew (even if they are only engaged with guns). Engaged crew models can, of course, fight back, but the guns do not.

Morale, and Fall Back Moves

For the purposes of Morale checks and other leadership tests, and for combat resolution, always ignore the gun models, as if they were not there. Because they need at least one crewman per gun in order for the unit to move, if an Artillery unit does not have one crewman per gun when it is forced to Fall Back, any gun models without crewmen are abandoned and immediately removed as casualties. The rest of the unit then Falls Back as normal. If an Artillery unit is forced to Fall Back from close combat and the enemy is free to make a Sweeping Advance, then the Artillery unit automatically loses the Initiative test and is caught and destroyed by the victor.

Artillery and Look Out, Sir

A wound cannot be re-allocated onto a gun model from a successful Look Out, Sir roll.

Jump Units

Unlike most other unit type categories, '|ump' is not a classification in and of itself. Instead, you'll find it occurs before another category - commonly Infantry, sometimes Monstrous Creatures and perhaps, rarely, other things. fump units therefore share two sets of rules, the Jump unit rules, and those of their base type. Jump Infantry would, for example, follow the rules for Jump units and Infantry.

Jump units can use their jump packs once each turn to move more swiftly in either the Movement phase or the Assault phase - they cannot use their jump packs in both phases in the same turn. If not using its jump pack, a model moves as a normal model of its type. Indeed, a Jump unit can always choose to move as a normal model of their type if they wish.

Note that the entire unit must always use the same form of movement. Units that are described as 'moving like' Jump units follow all of the rules for Jump units, and use the same special rules.

Skyborne

When using its jump pack (whether moving, charging or falling back, as we'll discuss in a moment) a model can move over all other models and all terrain freely. However, if the model begins or ends its move in difficult terrain, it must take a Dangerous Terrain test.

Jump models cannot end their move on top of other models and can only end their move on top of impassable terrain if it is actually possible to place the models on top of it. If they do this, however, they treat the impassable terrain as dangerous terrain.

Movement Phase

If a Jump model uses its jump pack (or equivalent) in the Movement phase, it can move up to 12".

Assault Phase

If a Jump model uses its jump pack to charge into assault, it can re-roll its charge distance.

Furthermore, to represent the crushing impact of such a charge, a model that uses its jump pack to charge gains the Hammer of Wrath special rule for the remainder of the turn.

Fall Back Moves

Jump units always use their jump packs when falling back, and their Fall Back moves are 3D6", even if they already used their jump pack to move that turn.

Special Rules

Jump units have the Bulky and Deep Strike special rules.

Jet Pack Units

As with Jump units, 'Jet Pack' is not a classification in and of itself. Instead, you'll find it occurs in addition to another - Jet Pack Infantry, for example. If no such distinction is made in a unit entry, treat the model as Jet Pack Infantry.

Skyborne

When using its jet pack (whether moving, or making a Thrust move, as we'll discuss in a moment) a model can move over all other models and terrain freely. However, if the model begins or ends its move in difficult terrain, it must take a Dangerous Terrain test. Jet Pack models cannot end their move on top of other models and can only end their move on top of impassable terrain if it is actually possible to place the models on top of it. If they do this, however, they treat the impassable terrain as dangerous terrain.

Movement

Jet Pack units can move as normal models of their type or activate their jet packs.

Thrust Move

A Jet Pack unit that is not locked in combat or charging can move up to 2D6" in the Assault phase, even if they have shot or Run in the preceding Shooting phase or arrived by Deep Strike that turn.

When Jet Pack units move in the Assault phase and do not charge, they move just as they would when using their jet packs in the Movement phase.

Special Rules

Jet Pack units have the Bulky, Deep Strike and Relentless special rules.

Monstrous Creatures

While Monstrous Creatures use many of the Infantry rules, their size and destructive capability make them a lot more dangerous.

Shooting

Monstrous Creatures can fire up to two of their weapons each Shooting phase - they must, of course, fire both of them at the same target.

Special Rules

Monstrous Creatures have the Fear, Hammer of Wrath, Move Through Cover, Relentless and Smash special rules.

Beasts

Movement

Beasts can move up to 12" in the Movement phase. Beasts are not slowed by difficult terrain (even when charging).

Fall Back Moves

Beasts make Fall Back moves just like Infantry, except that they move 3D6".

Special Rules

Beasts have the Fleet and Move through Cover rules

Cavalry

Movement

Cavalry can move up to 12" in the Movement phase. Cavalry are not slowed down by difficult terrain (even when charging). However, Cavalry models treat all difficult terrain as dangerous terrain instead.

Fall Back Moves

Cavalry make Fall Back moves just like Infantry, except that they move 3D6".

Special Rules

Cavalry have the Fleet and Hammer of Wrath special rules.

Flying Monstrous Creatures

Flight Modes

Flying Monstrous Creatures can move using one of two flight modes: Swooping or Gliding.

Changing Flight Mode

At the start of its move, a Flying Monstrous Creature must declare whether it is Swooping or Gliding until the start of its next turn.

Deployment

A Flying Monstrous Creature that is deployed at the start of the game starts in Glide mode. If a Flying Monstrous Creature is kept as Reserves then as soon as it enters play, you must declare whether it is in Swoop or Glide mode.

Gliding

If a Flying Monstrous Creature is Gliding, it moves, runs and charges exactly like a Jump Monstrous Creature.

Swooping

If a Flying Monstrous Creature is Swooping, it moves exactly like a Jump Monstrous Creature, with the following exceptions and clarifications:

  • It must move at least 12" and can move up to 24".
  • Due to its limited manoeuvrability, a Flying Monstrous Creature that is Swooping can make a single pivot on the spot of up to 90" before it moves.

Thereafter it must move directly forwards in a straight line. As many Flying Monstrous Creatures are mounted on circular or oval bases, it's not always clear which way is forward. If in doubt, just make sure you use the same point on the base as the 'front' for the entire game.

A Flying Monstrous Creature that is Swooping can move over intervening units and impassable terrain exactly as a Jump Monstrous Creature. In addition, a Flying Monstrous Creature that is Swooping does not take Dangerous Terrain tests.

  • A Flying Monstrous Creature that elects to Run can move up to 2D6" straight forwards if Swooping.
  • A Flying Monstrous Creature cannot charge or be charged whilst it is Swooping.

Swooping Hunters

Flying Monstrous Creatures are quickwitted predators, able to track their targets even when moving at high speeds. They can, therefore, fire up to two of their weapons normally, even if Swooping (provided that they don't Run). Flying Monstrous Creatures can shoot all around, just like other non-vehicle models.

Hard to Hit

A Swooping Flying Monstrous Creature is a very difficult target for units without specialised weapons. Shots resolved at such a target can only be resolved as Snap Shots unless the model or weapon has the Skyfire special rule (see page XX). Template, Blast and Large Blast weapons cannot hit Swooping models.

Leaving Combat Airspace

It's quite likely that a Flying Monstrous Creature will leave the board whilst Swooping. Indeed it can, unlike other units, deliberately do so.

If this happens, whether deliberate or not, the unit is said to have left combat airspace - it then enters Ongoing Reserves (see page XX). Whilst in reserve, the unit cannot change flight mode (it's too busy trying to get back to the battlefield).

Dives

If threatened, a Flying Monstrous Creature that is Swooping can dive rapidly, throwing off the aim of its attackers. After the enemy has rolled To Hit and To Wound against a Flying Monstrous Creature, but before saving throws are made, you can declare that it is diving.

A Flying Monstrous Creature that is diving gains the Jink special rule until the end of its next turn. However, because its efforts are focused on diving, it can only make Snap Shots until the end of its next turn.

Grounded Tests

If a Flying Monstrous Creature that is Swooping suffers one or more hits from a unit's Shooting attack, it must take a Grounded test immediately after that Shooting attack has been resolved.

To take a Grounded test roll a D6. on a 3+, the Flying Monstrous Creature maintains control and suffers no additional effect. If a 1 or 2 is rolled, the beast comes crashing down to the ground - it suffers a single Strength 9 hit with no armour or cover saves allowed, and become Grounded. A Grounded Flying Monstrous Creature can be charged in the following Assault phase and automatically loses the Jink special rule (if it had it), but can move normally in its next turn. It regains the Jink special rule if it Dives again later in the game.

Special Rules

Flying Monstrous Creatures have the Fear, Hammer of Wrath, Move Through Cover, Relentless, Smash and Vector Strike special rules.

WEAPONS

Every weapon has a profile. If the weapon's range contains a '-', it is (unless otherwise stated) a Melee weapon. tf it contains a number, or Template' it is a shooting weapon. The number here given is the range measured in inches. lf it has two numbers, the first is its minimum range and the second its maximum range. If the weapon's range is given as Template', then the weapon fires using the teardrop-shaped template (see page XX).

Strength

If the weapon's Strength is 'User', then attacks made with that weapon are resolved at the wielder's Strength value.

If the weapon has a fixed Strength, i.e. a number between 1 and 10, this is the Strength of Attacks made with that weapon.

If the weapon confers a Strength bonus, the Strength of the weapon's attacks is equal to that of the user after any such modifiers have been applied.

Armor Piercing (AP)

This value shows how good the weapon is at punching through armour. The lower the number, the better the weapon is at piercing armour, cancelling the target's Armour Saves. The rules for armour saves and AP values can be found on page XX.

Type

A shooting weapon always has one of the following types: Assault, Heavy, Ordnance, Pistol, Rapid Fire or Salvo. These rules (found on the next two pages) measure a weapon's portability and affect the way they can be fired, depending whether or not the model carrying them moved that turn. A shooting weapon can only be used to make Shooting attacks.

Melee Type

Weapons with the Melee type can only be used in close combat.

Number of Shots

Some shooting weapons fire multiple shots. Where this is the case, the number of shots a weapon fires is noted after its type. Remember that the player can decide that any model in a firing unit is not going to file its weapon, however, if a model does fire, it must do so at full effect (so it cannot fire only two shots from its Heavy 3 weapon).

Some weapons can be used in different ways, representing different power settings or types of ammo. Some weapons can be used in combat as well as shooting. Where this is the case, there will be a separate line in the weapon's profile for each, and you can choose which to use each turn.

If a weapon has a D6, D3 or other randomly determined amount for the number of shots, roll the appropriate dice to work out how many shots are fired each time the model shoots. If a unit contains several models shooting such weapons, roll once and multiply the result by the number of firing models with that weapon to calculate the number of shots. If it is a Shooting attack that targets several different units, roll once - all target units suffer that number of shots.

Special Rules

The Type section of a weapon's profile also includes any special rules that apply to the weapon in question. More information on these can be found either in the Special Rules section (see page XX) or in the codex the weapon is found in.

Close Combat weapons

Many weapons (combat knives, maces, axes and other improvised or primitive weapons) don't confer any Strength bonuses, AP values or special rules. These weapons are simply referred to as 'close combat weapon' in the model's wargear and have the following profile:

No Specified Melee Weapon

If a model is not specifically stated as having a weapon with the Melee type, it is treated as being armed with a single close combat weapon.

Pistols as Close Combat Weapons

A pistol can be used as a close combat weapon. If this is done, use the profile given above - the Strength, AP and special rules of the pistol's Shooting profile are ignored (see page XX).

More than One Weapon

Unless otherwise stated , if a model has more than one Shooting weapon, he must choose which one to shoot - he cannot fire both in the same Shooting phase .II a model has more than one Melee weapon, he must choose which one to attack with when he comes to strike blows - he cannot mix and match the abilities of several different Melee weapons. However, it's worth remembering that if a model has two or more Melee weapons he gains +1 Attack in close combat (see page XX).

Assault Weapons

Assault weapons are fired by warriors as they move forwards into combat. They either fire so rapidly or indiscriminately that they don't have to do much more than point and shoot.

For example, a flamer is a weapon that fires a gout of burning fuel, so it's just as accurate whether the firer is moving or not. This means they are very good for advancing on the foe!

A model shooting an Assault weapon shoots the number of times indicated on its profile - whether or not the bearer has moved.

A model carrying an Assault weapon can fire it in the Shooting phase and still charge into close combat in the Assault phase.

Heavy Weapons

These are heavy, man-portable weapons, such as missile launchers, or lighter weapons that require reloading between each shot, careful set-up or bracing to counter their recoil.

When shooting, a model with a Heavy weapon shoots the number of times indicated. If a model carrying a Heavy weapon moved in the preceding Movement phase, he can fire it in the Shooting phase but only as Snap Shots (see page XX for details).

Remember that weapons with the Blast special rule cannot fire Snap Shots. Models that shoot with Heavy weapons in the Shooting phase cannot charge in the ensuing Assault phase.

Ordnance Weapons

Ordnance weapons are the big guns of the battlefield - cannons so vast they normally have to be mounted on tanks and artillery. When shooting, a model with an Ordnance weapon fires the number of times indicated in its profile after its type. A nonvehicle model carrying an Ordnance weapon cannot fire it in the Shooting phase if he moved in the preceding Movement phase and cannot fire it as Snap Shots. Furthermore, if a nonvehicle model fires an Ordnance weapon, then the massive recoil from the Ordnance weapon means that the model cannot fire other weapons that phase, nor will it be able to charge in the ensuing Assault phase.

Ordnance weapons hit with such force that when you roll to penetrate a vehicle's armour with an Ordnance weapon, roll two dice instead of one and pick the highest result!

Pistol Weapons

Pistols are light enough to be carried and fired one-handed, but with limited range, allowing a trooper to fight in close combat with a pistol and sword or other Melee weapon.

All Pistols are effectively Assault weapons, with a number of shots as indicated after the Pistol entry. A Pistol also counts as a close combat weapon in the Assault phase (see page XX).

Gunslinger

All models with two pistols can fire both in the Shooting phase. This follows the normal rules for shooting.

Rapid Fire Weapons

Rapid Fire weapons may fire a single shot up to the maximum distance indicated by the weapon Range.For every 6” closer the target is than the maximum range, the Rapid Fire weapon may fire an additional shot, up to a maximum number of shots as indicated after the Rapid Fire entry. For example “Rapid Fire 2” means that the Rapid Fire rule cannot make the weapon in question fire more than twice each turn.

A Rapid Fire Weapon can also be a Heavy Weapon, although only it’s maximum number of shots for Rapid Fire is listed, the Heavy rule only meaning that the weapon cannot be fire on the move. (For example a weapon could be Heavy, Rapid Fire 3 but could not be Heavy 3 Rapid Fire)

Models that shoot with Rapid Fire weapons in the Shooting phase cannot charge in the ensuing Assault phase.

Salvo Weapons

Salvo weapons are essentially larger and more destructive Rapid Fire weapons.

Salvo weapons have two numbers on their profile (listed after their type) separated by a '/'. A model armed with a Salvo weapon can move and fi.re at a target up to half its maximum range away. In this case, the number of shots is equal to the first number. If the model has not moved, it can instead fire a greater number of shots at target up to the weapon's maximum range.

In this case, the number of shots is equal to the second number. Models that shoot with Salvo weapons in the Shooting phase cannot charge in the ensuing Assault phase.

Template Weapons

Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets. They're excellent for killing enemy troops in cover, as the payload simply flows over intervening obstacles to assail the foe behind.

Template weapons are indicated by having the word Template for their range instead of a number. Instead of rolling To Hit, simply place the template so that its narrow end is touching the base of the firing model and the rest of the template covers as many models in the target unit as possible, without touching any other friendly models (including other models from the firing model's unit). Ary models fully or partially under the template are hit. Against vehicles, the template must be placed to cover as much of the vehicle as possible without touching a friendly model. The position of the firer is used to determine which armour facing is hit (see page XX). A Template weapon never hits the model firing it.

Template weapons have the Ignores Cover special rule. Wounds inflicted by Template weapons are allocated following the normal rules. Template weapons cannot fire Snap Shots.

Multiple Templates

If a unit is firing more than one shot with the Template type, resolve each shot, one at a time, as described above, determining and recording how many hits are scored by each template. Resolve these, and the rest of the unit's shots, as normal.

Wall of Death

Flamers and other Template weapons are fearsome when employed against a charging enemy, as the wielder can spray a cloud of destruction into the path of the assault.

Template weapons can fire overwatch, even though they cannot fire snap Shots. Instead, if a Template weapons fires overwatch, it automatically inflicts D3 hits on the charging unit, resolved at its normal Strength and AP value. Don't worry about comparing the length of the template with the distance to the enemy. If the charge is successful, it doesn't matter anyway. If the charge failed, we can assume that the enemy ran into range of the Template weapon and were driven back.

Template Weapons and Focus Fire

If a unit chooses to Focus Fire at an enemy, any Template weapons in that unit ignore the targeting and wound allocation restrictions from Focus Fire. The template is placed, and their hits are resolved, as if the unit is not focusing its fire.

(Proposed Rule) Bulletstorm

This weapon gains +1 S for every 6” closer the target enemy is than the profile indicates. In addition, the weapon gains -1 to AP at 6” or less range. In overwatch, this weapon fires 1d3 Snap Shots per 2 shots indicated on the profile, to a minimum of 1d3 shots. In all other respects, this is a Heavy weapon.

RANGED WEAPONS OF THE 41st MILLENIUM

Skyfire Missile
All Missile Launchers (Not Grenade Launchers) which can fire Frag and Krak missiles may fire a Skyfire Missile instead of a Frag or Krak missile, with the following profile: S7 AP4 Heavy 1, Skyfire.

MELEE WEAPONS OF THE 41st MILLENIUM

GRENADES

Some grenades can be used both in the Shooting phase and the Assault phase, albeit to different effect. Only one grenade (of any type) can be thrown by a unit per Shooting phase.

Vehicles and Monstrous Creatures

Some grenades can be used against vehicles and/or Monstrous Creatures, but have to be clamped in place to maximise effect. A model can use such a grenade as a Melee weapon, but can only ever make one attack, regardless of the number of Attacks in its profile or any bonuses. Different grenades have different profiles when used in this manner, as explained below.

Unusual Grenades

Some grenades do not have a profile. Any effects that they have will be covered in their special rules. Unless specifically stated otherwise, these grenades cannot be thrown or used as a Melee weapon against vehicles or Monstrous Creatures.

Assault Grenades

Assault grenades, like the ubiquitous frag grenade, can be hurled at the enemy as your warriors charge into battle. The lethal storm of shrapnel from these grenades drives opponents further under cover for a few precious moments, allowing attackers more time to close in and, hopefully, get the first blow in against a disoriented foe.

Shooting

When a unit armed with assault grenades makes a shooting attack, one model can choose to throw a grenade, rather than using another shooting weapon.

Models equipped with assault grenades don't suffer the penalty to their Initiative for charging enemies through cover, but fight at their normal Initiative in the ensuing combat.

Plasma Grenade

Plasma grenades are a highly advanced type of assault grenade, commonly employed by the Eldar.

Shooting

When a unit armed with plasma grenades makes a shooting attack, one model can choose to throw a grenade, rather than using another shooting weapon.

Assault

Models equipped with plasma grenades don't suffer the penalty to their Initiative for charging enemies through cover, but fight at their normal Initiative step in the ensuing combat.

Vehicles and Monstrous Creatures

Unlike ordinary assault grenades, plasma grenades can be used against vehicles and Monstrous Creatures in the Assault phase, using the following profile:

Defensive Grenades

Defensive grenades, such as the photon grenades of the Tau, which emit multi-spectrum hght and a sonic burst, have dual uses. When being charged, these are thrown to disorient the enemy attack; against shooting, they're hurled to throw up clouds of concealing gas or smoke.

Shooting

A unit equipped with defensive grenades has the Stealth special rule against all shooting attacks targeting them, so long as:

  • They are within 8" of the unit firing at them.
  • They have not gone to ground.

Assault

Models charging units equipped with defensive grenades do not gain bonus Attacks from charging (see page XX). However, if the charged unit was already locked in combat from a previous turn, or has gone to ground, these grenades have no effect and the attackers gain bonus Attacks as normal.

Haywire Grenades

Haywire grenades release electromagnetic pulses that disable or destroy vehicles.

Shooting

When a unit armed with haywire grenades makes a shooting attack, one model can choose to throw a grenade, rather than using another shooting weapon.

Assault

Unless used in assaults against vehicles, Haywire grenades have no effect. When used in assault against vehicles, haywire grenades have the following profile:

Krak Grenades

Krak grenades are shaped charges, excellent for cracking the armour on light vehicles.

Shooting

When a unit armed with krak grenades makes a shooting attack, one model can choose to throw a grenade, rather than using another shooting weapon.

Unless used in assaults against vehicles or Monstrous Creatures, Krak grenades have no effect.

When they are used in assaults against vehicles or Monstrous Creatures, krak grenades have the following profile:

Melta Bombs

Melta bombs are fusion"charges designed to burn through an armoured hull in a matter of seconds.

Vehicles and Monstrous Creatures

When used in assaults against vehicles or monstrous creatures, melta bombs have the following profile:

CHARACTERS

In Warhammer 40,000, these kinds of powerful individuals are called 'characters'.

Character Types

Most characters are fielded in units from the start of the game, and represent squad leaders, such as a Space Marine Veteran Sergeant. They have their own profile, but do not have a separate entry. They are effectively just another trooper in their unit, with enhanced characteristics and perhaps a wider selection of weapons and wargear choices. Other characters, such as Mephiston of the Blood Angels, fight as units on their own. They are either mighty, or feared enough by their own kind, that they don't take to the battlefield with other warriors.

Regardless of their potency, all follow the rules for characters.

Independant Characters

Some characters have the Independent Character special rule, which allows them to join other units (see page XX).

Characters as Leaders

Remember that a unit's Leadership tests are taken using the highest Leadership value in the unit (see page XX). As characters normally have a better leadership than other warriors, this means that they make very good leaders for units in your army.

Characters and Moving

Characters follow the movement rules for models of their type, whether Infantry, jump Infantry, Bike, etc. However, remember that they must maintain unit coherency with any unit they are in (see page XX).

Characters and Shooting

Characters shoot just like ordinary models of their type, although they sometimes have a better Ballistic Skill or exotic weaponry that sets them apart. If the character is in a unit, roll for him separately or use different coloured dice to differentiate his shots. He must fire at the same target as the unit he is in.

Precision Shots

If any of your character's shots roll 6 To Hit, these are Precision Shots. Wounds from Precision Shots are allocated against a model (or models) of your choice in the target unit, as long as it is in range, rather than following the normal rules for Wound allocation. This means that Precision Shots can be allocated against enemies with specialist weaponry, or even characters! A character that has a Precision Shot Wound allocated to it can still make a Look Out, Sir roll.

Note that Snap Shots and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots.

Characters and Assaults

Remember, a character that has joined a unit follows all the normal rules for being part of a unit. If a character is in a unit that charges into close combat, the character charges too, as it is part of the unit. If the character's unit is locked in close combat, he fights as part of the unit - either roll for hlm separately or use different coloured dice to differentiate his Attacks. Attacks are made and Wounds allocated lust as with normal assaults - the character cannot be singled out.

If, when it is a character's turn to make a Pile In move, other friendly models are piling in at the same time, the character must move as soon as it is able, to get into base contact with an enemy. If this is not possible, then they must instead move as close to the enemy as they can - their place is at the forefront!

Precision Strikes

Just like when shooting, if any of a character's close combat Attacks roll 6 To Hit, these are Precision Strikes.'Wounds from Precision Strikes are allocated against an engaged model (or models) of your choice in the unit he is attacking, rather than following the normal rules for Wound allocation. If a Precision Strike wound is allocated to a character, they can still make their Look Out, Sir roll.

Challenges

Issuing a Challenge

Challenges are issued at the start of the Fight sub-phase, before any blows are struck. Only one challenge can be issued per close combat - the side whose turn it is has the opportunity to issue a challenge first. If that side chooses not to, then the other side can issue a challenge.

To issue a challenge, nominate a character in one of your units locked in the combat to be the challenger. We can then assume he's issued a suitably insulting challenge to the foe, probably impugning their courage, battle skill, heritage, devotion to questionable gods and overall slovenly aspect. You'll now have to wait and see whether a character amongst the enemy ranks chooses to step forwards and accept the challenge.

Once one challenge has been made, no further challenges can be issued in that combat whilst the previous challenge is ongoing. Obviously, if there are no characters in the enemy units, then a challenge cannot be issued. Characters that cannot fight or strike blows (including those that are not engaged with an enemy model) cannot issue challenges.

Accepting a Challenge

If your opponent has issued a challenge, you can now accept it - nominate one of the characters in your unit to be the challengee. Your opponent has probably decided which of your characters he wants to fight, in fact, this bias might affect how the challenge was framed ('Brother-Captain Minyos challenges thine craven Warlock to single combat!'), but the final choice is yours - he can't challenge a specific enemy, he just issues a challenge to the foe at large and sees who steps forwards. Characters that cannot fight or strike blows (including those that are not engaged with an enemy model) cannot accept challenges.

Refusing a Challenge

Alternatively, you can simply refuse the challenge and choose to have your character slink away with sullied honour but beating heart(s). If you refuse, your opponent gets to nominate one of your characters from those that could have accepted. the chosen model cannot strike blows at all this turn, as he is thereafter putting all of his effort into staying clear of the vengeful enemy character. Furthermore, his Leadership cannot be used by the rest of the unit for the remainder of the phase - skulking amongst the ranks is not the stuff of heroism!

Once a challenge has been refused, the model that issued it fights normally.

Heroic Stand

A unit that consists only of a single character cannot refuse a challenge. He's got nowhere to hide.

Fighting a Challenge

If a challenge has been accepted, it is time to move the two combatants into base contact with each other. Note that these moves cannot be used to move a character out of unit coherency.

If possible, swap the challenger for a friendly model in base contact with the challengee. If this cannot be done, swap the challengee for a friendly model in base contact with the challenger. If neither of these moves would result in the two models being in base contact,'swap' the challenger to as close as possible to the challengee and assume the two to be in base contact for the purposes of the ensuing fight. In case you were wondering, models that are moved to satisfy a challenge are not subject to Difficult or Dangerous Terrain tests. Wounds allocated to a character in a challenge cannot be reallocated by the look Out, Sir rule. For the duration of the challenge, these two models are considered to be in base contact only with each other.

Combatant Slain

When one of the combatants in a challenge is slain, regardless of which Initiative step it is, the challenge is still considered to be ongoing until the end of the phase.

Outside Forces

Whilst the challenge is ongoing, only the challenger and challengee can strike blows against one another. Wounds from other attackers cannot be allocated against either character - simply resolve the \found allocation step as if the two characters were not there. Of course, this means a unit fighting an enemy unit consisting of only a single character model, such as Daemon Prince, will not be able to strike blows at all if that Daemon Prince is in a challenge.

Moral Support (Get ‘im, Boss!)

Sometimes, you'll find most of the models in one of your units are reduced to bystanders whilst a challenge plays out the only enemy model still alive is a character, and he's in a challenge!

However, when this occurs, we can happily assume that such bystanders are cheering their leader on, spurring him to redouble his efforts and doing everything they can to dishearten his foe.

If, at the start of any Fight sub-phase, one or more of your units is locked in combat with a single model who is fighting in a challerge, your character receives one re-roll for every fi.ve models forced to watch in this manner. These re-rolls can be used on his To Hit rolls, To 'Wound rolls or saving throws. Any re-rolls not used by the end of the phase are lost.

Assault Result

Unsaved Wounds caused in a challenge count towards the assault result, alongside any unsaved Wounds caused by the rest of the characters' units.

Round Two

If both competitors survive a challenge, and neither side fled from the combat, then they continue to fight in the next round of close combat. Note that, if a character with the And They Shall Know No Fear special rule is caught by a Sweeping Advance, the challenge must be reissued. He has fled from combat, after all, it doesn't matter that he didn't get away.

Even though further challenges cannot be issued in a combat until the existing challenge has been resolved, there is the possibility that another character in the fight might intercede in a Glorious Intervention.

Glorious Intervention

Even in the darkness of the 4lst Millennium, there are still tales of personal heroism and glory. A plucky Imperial Guard Sergeant might throw himself into the path of a rampaging Ork Warboss in an attempt to preserve his officer's life. An Eldar Warlock, about to be cloven in two by the sweep of a Tyranid bonesword, might be saved as an Autarch darts in to parry the blow. These are the kinds of situations that the Glorious Intervention rule is here to represent, where one character hurls himself into harms way in order to defend another.

A character can declare a Glorious Intervention at the start of his own Fight sub-phase before any blows are struck, if a friendly character in the same combat is about to fight a second or subsequent round of a challenge.

A character cannot declare a Glorious Intervention in the first round of a challenge or during the enemy turn. Nor can a character that cannot fight or strike blows (including those that are not engaged with an enemy model) declare a Glorious Intervention. To see whether or not the Glorious Intervention has been successful, the intervening character must take an Initiative test.

If the test is failed, nothing happens - the character has not been quick enough. He fights the current round of close combat as normal.

If the test is passed, the character making the Glorious Intervention takes the place of the friendly character in the ongoing challenge. The character thus displaced now fights in the close combat according to the normal rules, while the character that made the Glorious Intervention fights in the challenge. The two characters now fighting the challenge should attempt to move into base contact with each other following the same rules as when the challenge was first accepted, with the character performing the Glorious Intervention as the challenger.

Note that,whilst it is possible for several Glorious Interventions to occur within the same challenge over the course of the game, only one character can attempt a Glorious Intervention for each challenge per turn.

PSYKERS

Psykers are incredibly powerful battle-mystics, able to unleash their simmering mental might in all manner of ways. However, to use his abilities to full effect, a Psyker must focus on a limited number of powers to hone and master.

Each Psyker knows one or more psychic powers, as detailed in their codex. These powers vary from race to race, and sometimes from one individual Psyker to another. Sometimes, a Psyker will have the option to know additional psychic powers, in which case. this will also be clearly shown in the relevant codex.

Mastery Level

The number of psychic powers a Psyker can use each turn depends on his Mastery Level. Even a Psyker with a Mastery Level of 1 is a fearsome foe. Psykers with a Mastery Level of 4 or higher are incredibly rare, and it is better for the galaxy that this is so - they are almost unbelievably powerful, and rarely submit to any authority other than their own.

Establishing Mastery Level

Psykers are assumed to be Mastery Level 1 unless it states otherwise in their codex entry. The Mastery Level is usually shown in parentheses after the Psyker special rule. For example: Psyker (Mastery Level 2). In older codexes, Mastery level may be written out longhand in the form of a special rule that allows the Psyker to use more than one psychic power each turn - the number of powers that can be used per turn is their Mastery Level.

Unless otherwise stated, a Psyker knows a number of psychic powers equal to its Mastery Level. Where it is specifically stated, however, it is entirely possible for a model to use more psychic powers each turn than it actually knows. This is because a Psyker can sometimes activate certain items of wargear or other effects that, while not powers, take a toll of his psychic energy. To understand how this works, we first need to discuss Warp Charge.

Warp Charge

Each Mastery Level grants a Psyker a single Warp Charge point per turn. Warp Charge points can be expended in several ways; they can be used to fuel psychic powers, activate Force weapons or unlock the might of ancient artefacts that are scattered across the battlefields of the 4lst Millennium.

Generating Warp Charge

A Psyker automatically generates his full allocation of Warp Charge points at the start of each turn. There's no need to do anything - it happens automatically. It's important to keep track of Warp Charge across the turn, either by making notes on your army roster, or by marking the Psyker with counters.

Once a Warp Charge point has been used, it's gone. Any unused Warp Charge points are lost at the end of the turn.

Manifesting Psychic Powers

Different psychic powers are used at different stages in the turn; some powers are used at the start of the turn, others are used at the start of a particular phase, or might replace a model's normal action within that phase. Sometimes, this will be specified in the psychic power itself. At other times, you'll need to refer to the power type listed in the psychic power.

A Psyker can attempt to manifest psychic powers even if he is falling back or has gone to ground. A Psyker cannot attempt to manifest the same psychic power more than once each turn - even if the manifestation attempt is not successful.

On a turn that a psyker arrives from reserve (see page XX) he cannot attempt to manifest any psychic powers that must be manifested at the start of the Movement phase.

Once a Psyker states which psychic power he is going to attempt to manifest, follow this sequence:

  1. Expend Warp Charge. Reduce the Psyker's Warp Charge.
  2. Declare Target, If the psychic power requires a target, choose it now.
  3. Take Psychic Test. The Psyker must now take a Psychic test. If the test is failed, the psychic power fails. If a double 1 or double 6 is rolled, the Psyker suffers Perils of the Warp, which is resolved immediately.
  4. Deny the Witch. If the Psychic test was passed and the target was an enemy, it now gets a chance to Deny the Witch and nullify the power. If the power is nullified, the attempt fails and nothing further happens.
  5. Resolve Psychic Power. Assuming that the Psychic test was passed and the power was not nullified by a Deny the Witch roll, it is now resolved.

Expend Warp Charge

When a Psyker wishes to use a psychic power, he must first expend a Warp Charge point. Make a note on the army roster - the point is expended whether or not the psychic power is ultimately manifested.

If a Psyker does not have any Warp Charge points remaining, he cannot use a psychic power. Some incredibly powerful psychic powers require the expenditure of more than one Warp Charge point - if this is the case' it will be clearly stated how many points must be expended within the power's rules.

Declare Target

If the psychic power requires a target, you must nominate it at this point. Unless otherwise stated, the Psyker must have line of sight to his target. This means that a Psyker embarked on a Transport can only target himself, his vehicle or another unit embarked on the same vehicle as the Psyker, Similarly, a Psyker outside a Transport cannot target a unit embarked within one.

=Psychic Test

The Psyker must now pass a Psychic test to see if he can control the power he's calling upon.

A Psychic test is a Leadership test, however, where Leadership tests could be taken on the value of another model, a Psychic test is always taken on the Psyker's own Leadership - even the most inspiring general can't help a Psyker win a battle to control the roiling energies of the Warp.

If the test is passed, the psychic power is manifested successfully and can be resolved - although if it was used on an enemy unit, your opponent first has a chance to Deny the Witch (see page XX).

If the test is failed, the psychic power does not work, and nothing happens. In either event, there is a chance that the Psyker has come to the attentions of the denizens of the Warp.

Perils of the Warp

If the roll for the Psychic test is either a double 1 or double 6 (whether the test was passed or not) this indicates that something horrible has happened to the Psyker. The forces of the Daemon-haunted Warp claw at the Psyker's mind and threaten to engulf and destroy him. The Psyker immediately suffers 1 Wound with no saves of any kind allowed. Note that a Psyker who incurs Perils of the Warp on a roll of double 1 still uses his power, even if he is wounded or killed as a result.

Deny the Witch

Psychic powers are fuelled by the Warp but channelled with willpower. Just as it takes great force of mind for a Psyker to unleash his mental might, his victims can sometimes nullify a psychic power's effects through sheer will.

If a psychic power is targeted on an enemy unit, and the Psychic test is passed, the target can attempt to Deny the Witch before the psychic power is resolved.

To Deny the Witch, the target's controlling player rolls a D6. If the roll is a 6, then the psychic power's effect on that unit is nullified - on any other result, the power is resolved on that unit as normal.

Of course, it's far easier to resist the effects of a psychic power if you have a Psyker of your own in close proximity.

To represent this, apply the following modifiers to the dice roll (these modifiers are not cumulative; simply take the best that applies):

  • If the target unit contains one or more Psykers of lesser or equal Mastery level to the model manifesting the psychic power: + 1
  • If the target unit contains one or more Psykers of higher Mastery level than the model manifesting the psychic power: +2

If a psychic power targets two or more units, each affected unit can attempt to Deny the Witch - only those that fail will suffer the effects of the psychic power.

Resolve Psychic Power

Assuming that the Psychic test was passed and the enemy did not nullify it through a successful Deny the Witch roll, you can now resolve the psychic power according to instructions in its entry. Unless otherwise stated, the effects of multiple different psychic powers are cumulative.

Psychic Hood

Each time a unit (or model) is targeted by an enemy psychic power and is within 6" of a friendly model with a psychic hood, the wearer of the hood can attempt to Deny the Witch in their stead, as if he were in that unit.

If the Deny the Witch attempt is failed, the psychic power is resolved as normal, but effects only the initial target, not the wearer of the hood.

If a model with a psychic hood is embarked on a vehicle, he can only use the hood to protect the vehicle he is embarked upon. Types of Psychic Power

Powers without a Type

If a psychic power does not have a type, the rules for using it will be clearly expressed within its entry.

Blessing

Blessings are manifested at the start of the Psyker's Movement phase. They glant extra abilities to the Psyker's allies, such as characteristic boosts or additional special rules. Blessings target a friendly unit(s) and, unless otherwise stated, last until the end of the following turn. Blessings can affect units that are locked in close combat and can affect the Psyker himself.

Note that bonuses and penalties from different blessings are always cumulative, but cannot, unless otherwise stated, take characteristics above 10 or below 1.

Conjuration

Conjurations are manifested at the start of the Psyker's Movement phase. They summon units across great distances, call new allies to the fray,or even create them from the raw stuff of the Warp. Each conjuration specifies the number and type of models to be conjured. When the power is resolved, the new unit then arrives on the battlefield via Deep Strike, within the power's maximum range. A unit that suffers a Deep Strike mishap and ends up in Ongoing Reserves, can Deep Strike anywhere on the board when they enter play. Note that conjured units arrive with only their basic wargear - they do not have any upgrades. Conjured units can never be scoring units (see page XX).

Malediction

Maledictions are manifested at the start of the Psyker's Movement phase. They weaken the Psyker's enemies by reducing their characteristics or inflicting penalising special rules. Maledictions target one or more enemy units and, unless otherwise stated, last until the end of the following turn. Maledictions can affect units that are locked in close combat.

Note that bonuses and penalties from different maledictions are always cumulative, but cannot, unless otherwise stated, take characteristics above 10 or below 1.

Witchfire

Witchfire powers are manifested during the Psyker's Shooting phase instead of firing a weapon. Witchfire powers are often referred to as psychic shooting attacks. Manifesting witchfire counts as firing an Assault weapon (unless otherwise noted).

A witchfire power must roll To Hit, unless it is a Blast or Large Blast, in which case it scatters as normal, or is a Template weapon, which hits automatically. Saves can be taken against Wounds from witchfire in the same way as for any other shooting attack. The Psyker must be able to see the target unit (or target point), cannot be locked in combat, must not have Run in the Shooting phase and must shoot at the same target as his unit, if he wishes to manifest witchfire. In the same way, if a Psyker targets a unit with witchfire, then he and his unit can only charge that target in the ensuing Assault phase. Note that, as witchfire is a Shooting attack, a Psyker embarked on a vehicle can target an enemy outside that vehicle by using a Fire Point.

Even if a Psyker has a special rule allowing him to manifest more than one psychic power per turn, he can manifest only one witchfire power - regardless of its subtype (see below).

However, if he can shoot more than one ranged weapon per turn, he can use a different witchfire power in place of each (assuming he has enough ,Warp Charge).

There are several different sub-types of witchfire, each applying slightly different targeting restrictions. If the witchfire does not list a subtype, or simply describes itself as a psychic shooting attack, use the rules given above to resolve it. If it has one of the following subtypes, use the rules for that subtype.

Beam

To use a witchfire power with the beam subtype,target a point within the power's range and trace a line (about 1mm thick) between the chosen point and the centre of the Psyker s base. The beam automatically hits all models (friend or foe), other than the psyker, under the line. The model closest to the Psyker suffers a hit at the beam's full Strength. The beam then hits the next closest model under the line, but its Strength is reduced by 1. The next model in line is then hit, with the Strength reduced by 1 again.

Continue until the Strength drops to 0, or there are no more models under the line. Note that models under the line can be hit even if the Psyker cannot draw line of sight to them.

Additionally, the first model hit must be from the same unit that the rest of the Psyke/s unit targets that phase. If the line of the beam passes through a building, the building also takes a hit at the appropriate Strength. The beam then continues, hitting any other models under the line as normal; the building is essentially treated as another model. If the beam passes through the wall of a ruin, the Strength is reduced by one, as if it had encountered another model, and then continues on to hit any other models under the line as normal.

Focussed Witchfire

Some witchfire powers can pick out models in an enemy unit - these are called focussed witchfire powers. They follow all the normal rules for witchfire, but you can choose the specific model in the target unit that you want the power to affect. This isn't guaranteed, however, as such powers require great concentration which can easily be broken. Accordingly, when the Psychic test is taken for focussed witchfire, pay close attention to the actual number rolled. If the total is 5 or less and the Psychic test is passed, then the power is resolved against the model you chose. If the total is greater than 5 and the Psychic test is passed, randomly select a different model in the same unit for the power to be resolved against.

Maelstrom

A maelstrom power automatically targets and hits all units, friendly and enemy, within the power's maximum range, regardless of line of sight, being locked in combat, intervening models/terrain and so on. The actual effect of a maelstrom can vary. Some inflict damage, while others apply bonuses or penalties, in the same way as blessings and maledictions.

Nova

A nova power automatically targets and hits all enemy units within the psychic power's maximum range, regardless of line of sight, being locked in combat, intervening models/terrain and so on. Otherwise, a nova is treated like a shooting attack, and indeed will have a profile like a shooting attack.

VEHICLES

Such vehicles do not fight in the same manner as creatures of flesh and blood - that's why their rules have been compiled in this section. First we're going to look at the rules and characteristics that all vehicles have in common, then we'll cover more specialist sets of rules for Flyers, Tanks and more.

Vehicle Characteristics

Vehicles have characteristics that define how powerful they are in a similar way to Infantry. However, their characteristics are different.

Ballistic Skill (BS)

Vehicles have a Ballistic Skill value just like other unit types and it represents the accuracy of the crew as they blast away at their enemy with the vehicle's weapons.

Armor Value (AV)

The Armour Value (sometimes just referred to as Armour) of a vehicle tells you how hard it is to darnage. Vehicles have separate Armour Values to represent the protection on their front (F), sides (S) and rear (R). Armour Values typically range from 10 to 14, depending on which side of the vehicle is being attacked, with the lightest armour usually on the rear, to represent vulnerable fuel tanks, engine compartments, etc.

Hullpoints (HP)

Every vehicle has a number of Hull Points, indicating how much damage it can take before it is destroyed. This will normally be shown in the vehicle's characteristics profile. If no Hull Point characteristic is given in your codex, you'll find it as part of the vehicle profile in Appendix II.

Type

The different types of vehicle are: Chariot, Fast, Flyer, Heavy, Hover, Open-topped, Skimmer, Tank, Transport and Walker. These types can be combined to define, for example, a Fast Skimmer or an Open-topped Walker, in which case, the vehicle has all of the rules for all of its types.

Vehicles and Measuring Distances

As vehicle models do not usually have bases, the normal rule of measuring distances to or from a base cannot be used. Instead, for distances involving a vehicle, measure to and from their hull, ignore gun barrels, dozer blades, antennas, banners and other decorative elements.

There is, however, the notable exception of a vehicle's weaponry. When firing a vehicle's weapons, ranges are measured from the muzzle of the firing weapon, whilst line of sight is determined from the weapon's mounting point and along its barrel (as explained later).

Vehicle Movement

The distance a vehicle moves influences how accurately it can fire its weapons and how easy a target the vehicle will be if assaulted, as described later.

  • A vehicle that remains Stationary will be able to bring its full firepower to bear on the enemy.
  • A vehicle that travels up to 6" is said to be moving at Combat Speed. This represents the vehicle advancing slowly to keep firing, albeit with reduced firepower.
  • A vehicle that travels more than 6" and up to 12" is said to be moving at Cruising Speed. This represents the vehicle concentrating on moving as fast as possible - all of its firepower will be wildly inaccurate.

Vehicles can turn any number of times as they move) just like any other model. Vehicles turn by pivoting on the spot about their centre-point, rather than wheeling round.

Turning does not reduce the vehicle's movement. Pivoting on the spot alone does not count as moving, so a vehicle that only pivots in the Movement phase counts as Stationary (however, Immobilised vehicles cannot even pivot). Pivoting is always done from the centre of a vehicle to prevent it from accidentally moving further than intended or allowed. Just like other units, vehicles cannot move over friendly models.

Difficult and Dangerous Terrain

Vehicles attempting to move through broken terrain are not slowed like other units, but risk becoming stuck, bogged down or damaged. Vehicles are not slowed down by difficult terrain. However, they treat all difficult terrain as dangerous terrain instead. A vehicle that fails a Dangerous Terrain test is instantly Immobilised (see page XX).

Shooting with Vehicles

When a vehicle fires, it uses its own Ballistic Skill characteristic: and shoots like any other unit. Nl its weapons must fire at a single target unit.

Moving and Shooting with Vehicles

The accuracy of the weapons a vehicle can fire in the Shooting phase depends on how fast it has moved in that turn's Movement phase, as detailed below. Vehicles always have the Relentless special rule.

  • A vehicle that remained Stationary can fire all of its weapons (remember that pivoting on the spot does not count as moving).
  • A vehicle that moved at Combat Speed may fire a single weapon using its full Ballistic Skill. The vehicle can also fire Snap Shots with other weapons if it wishes. Though, of course, it cannot fire any weapons that cannot be fired as Snap Shots.
  • A vehicle that moved at Cruising Speed can only make Snap Shots, as above.

Vehicles and Ordnance Weapons

Unlike other units, vehicles can move and fire with Ordnance weapons. However, a vehicle that fires an Ordnance weapon can only make Snap Shots with its other weapons that turn.

Moving Flat Out

A vehicle can elect to move Flat Out instead of firing in the Shooting phase, immediately moving up to 6" This move triggers Dangerous Terrain tests as normal. A Tank cannot move Flat Out in the same turn that it performs a Tank Shock.

Vehicle Weapons and Line of Sight

Vehicles need to be able to draw a line of sight to their targets in order to shoot at then. When firing a vehicle's weapons) point them at the target and then trace line of sight from each weapons' mounting and along its barrel to see if the shot is blocked by terrain or models If the target unit is in cover from only some of the vehicle's weapons, then work out the target's cover saves exactly as if each firing weapon on the vehicle as a separate firing unit.

On some models, it will actually be impossible to literally move the gun and point it towards the target because of the way the model is assembled or because the gun has been glued in place. In this case players should assume that the guns on a vehicle are free to rotate or swivel on their mountings In the rare cases when it matters, assume that guns can swivel vertically up to 45 degrees, even if the barrel on the model itself cannot physically do that. Additionally, assume all hull-mounted weapons can swivel horizontally up to 45 degrees

Shooting at Vehicles

When a unit fires at a vehicle, it must be able to see its hull or turret (ignoring the vehicle's gun barrels, antennas) decorative banner poles, etc.). Note that, unlike for other models, a vehicle's wings are not ornamental and are a part of its hull As the whole unit must fi.re at the same target, this often means that some of their weapons can't damage the target vehicle, so we assume that the other members of the squad are providing covering fire, bringing forward ammunition for Heavy weapons or simply keeping their heads down. If the target vehicle is in range, roll To Hit as normal. If any hits are scored, roll for each to see if they penetrate the vehicle's Armour Value, as explained next.

Vehicle Facing and Armor Values

Not all vehicles are equally armoured Countless layers of adamantium and ceramite plates protect some Tanks, while lighter vehicles rely more on their speed to avoid incoming fire.

As such, vehicles have different Armour Values) representing the thickness of their armour. Armour Values for individual vehicles often vary between its front, side and rear facings.

Shots are resolved against the facing of the vehicle that the shot comes from. To see what facing a shot is corning from, draw two imaginary lines through the corners of the vehicle (see diagram below). If a unit has firing models in two or more different facings of a target vehicle (some models in the front and some in the side, for example), shots are resolved separately for each facing The direction a turret is facing has no bearing on what arc of a vehicle you are firing at.

Blast Weapons

When firing a Blast or large Blast weapon at a vehicle, place the marker with the hole over anv part of the vehicle's hull and then roll for scatter as normal. In the case of multiple blasts, the vehicle will be hit once each time any part of a blast marker ends up over the vehicle or its base The armor penetration roll is resolved against the Armour Value facing the firer, regardless of the position of the marker, using the full Strength of the weapon.

Template Weapons

If a vehicle, or its base, is even partially under a template, it is hit on the Armour value facing the firer.

Armor Penetration Rolls

Hitting a vehicle is no guarantee that you will actually damage it. Once a hit has been scored on a vehicle, roll a D6 and add the weapon's Strength, comparing this total with the Armour value of the appropriate facing of the vehicle

  • If the total is less than the vehicle's Armour value, the shot has no effect.
  • If the total is equal to the vehicle's Armour value, the shot inflicts a glancing hit: Roll twice on the Vehicle Damage table and apply the lower of the two rolls
  • If the total is greater than the vehicle's armour value, the shot inflicts a regular penetrating hit: Roll once on the Vehicle Damage table and apply the result.
  • If the total is greater than the vehicle's armour value and you’re using an Ordnance weapon, the shot inflicts an Ordnance penetrating hit: Roll twice on the Vehicle Damage table and apply the higher of the two rolls.

Resolving Damage

A hit on a vehicle can have a variety of results. Its armour could be completely pierced, yet merely result in an area of shattered hull and a nasty shock for the crew. Alternatively, a lucky shot could detonate the ammunition cases or fuel tanks held within the vehicle, resulting in an explosion of titanic proportions.

Glancing Hits

Roll twice on the Vehicle Damage table, and apply the lower of the two results

Penetrating Hits

Roll once on the Vehicle damage table, and apply the result.

Ordnance Penetrating Hits

Roll twice on the Vehicle damage table, and apply the higher result.

Apply any appropriate modifiers (they are all cumulative) and look up the result using the Vehicle Damage table on the left. You must roll on the vehicle Damage table even if the vehicle loses sufficient Hull Points to be Wrecked, as there is still a chance that it Explodes!

Wrecked Vehicles

A vehicle that is reduced to 0 Hull Points is immediately wrecked. the tortured vehicle simply cannot take any more. The vehicle is destroyed, and its crew are slain. The model is left in place and becomes a wreck.

Wrecked vehicles are left on the table and effectively become a piece of terrain (conferring a 5+ cover save), counting as both difficult and dangerous terrain. Players must clearly mark that a vehicle has been wrecked in a way they consider suitable.

For example, they can turn the vehicle, or just its turret, upside down (but not sideways to gain extra cover!), or place a marker or cotton wool on it to represent smoke and flames.

Vehicles and Cover - Obscured Targets

Vehicles do not benefit from cover in the same way as Infantry - their sheer size and bulk mean they cannot take advantage of cover as well as smaller, more agile troops. They can, however, position themselves in such away as to rnake it harder for the enemy to hit them in a vulnerable location. The difference from the way cover works for other models is represented by the following exceptions to the normal rules for cover:

  • At least 25% of the facing of the vehicle that is being targeted (its front, side or rear) needs to be hidden by intervening terrain or models from the point of view of the firer for the vehicle to be in cover. If this is the case, the vehicle is obscured (or 'hull down'). If a unit is firing at a vehicle, the vehicle is obscured only if t is 25% hidden from the majority of the firing models that are able to damage the vehicle. If a unit has firing models in two or more different facings of a larger vehicle, work out whether or not the vehicle is obscured separately for each facing, using only models firing at that facing.

Vehicles are not obscured simply for being inside area terrain. The 25% rule given above takes precedence.

  • Obviously, vehicles cannot Go to Ground, voluntarily or otherwise. If the target is obscured and suffers a glancing or penetrating hit, it must take a cover save against it, exactly like a non-vehicle model would do against a wound (for example, a save of 5+ for a wood and so on).

If the save is passed, the hit is discarded, no Hull Points are lost and no roll is made on the Vehicle Damage table. If a special rule or a piece of wargear makes a vehicle obscured even if in the open, this is a 5+ cover save, unless specified otherwise in the codex.

It may rarely happen that the firing unit cannot see any part of the facing they are in (front, side or rear), but they can still see another facing of the target vehicle. In this case, they may take the shot against the facing they can see, but to represent such an extremely angled shot, the vehicle receives a cover save one point better than that given by the cover obscuring the vehicle's other facing.

(Proposed Rule) Damage Table (Roll 2d6):

2=Unharmed. Ignore shot entirely 3=Slowed: The vehicle can only move at half its declared speed on its next turn. 4=Shaken: Can’t shoot. 5=Engine Stall: Can’t move for 1 turn, or, if the damaging weapon was S9 or S10, 2 turns. 6=Stunned: Can’t move or shoot 7=Damage system: Vehicle loses a hull point 8=Weapon destroyed: As per existing rules. Plus lose a hull point 9=Immobilized: As per current rules. Plus lose a hull point 10=Wrecked: As per current rules (Transported units leave). 11=Explosion: Explodes 1d6” in each direction, with D6 S and D6 AP 12=Cataclysmic Explosion: Explodes 2d6” in each direction, with D6 S and D6 AP

High AP Weapons

Some weapons ate so destructively powerful that they can inflict masses of damage in a single strike.

  • If an AP 2 weapon scores a penetrating hit add a +1 modifier to the roll on the Vehicle Damage table
  • If an AP 1 weapon scores a penetrating hit, add a +2 modifi.er to the roll on the Vehicle Damage table.

Vehicles and Assaults

Vehicles can be both very dangerous and very vulnerable at close quarters. On one hand, massively armoured vehicles can scatter Infantry before them, as no one in their right mind would wish to be caught beneath the tracks of an eighty-tonne Tank bearing down on them! On the other hand, a stationary vehicle can often be very easily destroyed, as individuals clamber over it, attaching all manner of grenades and shooting into vulnerable spots.

Assaulting with a Vehicle

Vehicles cannot charge. Note that Walkers (see page XX) and Chariots (see page XX) are exceptions to this.

Assaulting a Vehicle

Infantry can pose a grave threat to vehicles if they get close enough. They can wreck a vehicle by shooting through vision slits, planting explosives on fuel tanks, tearing open hatches to attack the crew or committing some other equally imaginative act of mayhem.

Charging a Vehicle

A unit can charge a vehicle in their Charge sub-phase. The charge move is conducted the same as charging other enemy units. However, a unit cannot charge a vehicle that it cannot hurt - it must have some possibility, no matter how small, of being able to inflict at least a glancing hit.

Vehicles and Overwatch

Unless specified otherwise, vehicles cannot make Overwatch fire - it takes too long to bring their weapons to bear.

Fighting the Assault

Hitting vehicles in close combat is very straightforward due to their size. We can safely assume that any unit that has been able to reach a vehicle has been travelling swiftly enough to land a blow upon it with relative ease - though care must still be taken to strike a vital point. Accordingly, all vehicles are treated as being Weapon Skill 1, provided that they moved in the previous turn - otherwise they are treated as being Weapon Skill 0. The exceptions are Walkers (see page 8XX which have varying weapon Skills, and Immobilised non-walker vehicles, which are always treated as having Weapon Skill 0.

Armor Penetration in Assault

Armour Penetration is worked out in the same way as for shooting (D6 + the Strength of the attacker). In close combat, however, all hits are resolved against the vehicle's rear armour, to represent the chance of attacking a vulnerable spot.

Assault Results

Combats against vehicles are very different from those among other unit types. For a start, whilst vehicles can be assaulted, they do not Pile In and cannot be locked in combat. At the end of a round of close combat against a vehicle, calculate the assault result as normal, counting each glancing hit as 1 Wound, and each penetrating hit as 2 Wounds.

If the vehicle loses the combat, nothing happens. There are no Sweeping Advances, no Pile Ins and no Consolidation moves. The vehicle and the enemy remain where they are and are free to simply move away in future turns.

If the vehicle wins the combat, the enemy must make a Morale check as normal, and Fall Back if they fail, though the vehicle cannot Consolidate or make a Sweeping Advance.

Successive Turns

If a vehicle that has been assaulted (and survived) does not move in its successive Movement phase, enemy models will still be in base contact with it during its Shooting and Assault phase.

Enemy models that are in base contact with a vehicle are not locked in combat and can therefore be shot during the Shooting phase. If the vehicle pivots on the spot (to shoot at its attackers for example), move these models out of the way as you shift the vehicle and then place them back into base contact with the vehicle - or as close as possible if there is no room.

Units that still have models in base contact with a vehicle during its Assault phase may attack it again, just as in a normal ongoing combat (including all models that would count as engaged in a normal assault).

Vehicles, Leadership, and Morale

It is assumed, in all cases, that the crew's faith in their vehicle, and its considerable armour plating, is absolute. Therefore, vehicles never take Morale checks for any reason.Any occasional lapses that do occur are represented by Crew Shaken and Crew Stunned results on the Vehicle Damage table.

Vehicle Squadrons

Moving Squadrons

The vehicles in a squadron must maintain coherency, just like models in ordinary units, but vehicles in a squadron need only remain within 4" of each other, rather than within 2". Indeed, they can move at different speeds, provided they maintain unit coherency.

Shooting with Squadrons

All of the weapons fired by a squadron of vehicles in each phase must target a single enemy unit. like other units, vehicles in squadrons can see and shoot through members of their own unit, just as if they were not there. This represents the vehicles manoeuvring around each other in a well practiced battle formation.

Squadrons Moving Flat-Out

Vehicles in squadrons can declare individually whether or not they are going to move Flat Out. Note that unit coherency must still be maintained. Those that do not move Flat Out can shoot as normal.

Shooting at Squadrons

When a squadron of vehicles is shot at, roll To Hit as normal.

Once you have determined the number of hits, these hits must be resolved, one at a time, against the model in the squadron closest to the firing unit - exactly like you would

resolve wounds on a normal unit. Once the nearest model in the squadron is destroyed (i.e. is Wrecked or Explodes), the next hit is allocated against the new nearest model, and so on.

Assaulting Squadrons

When a squadron is struck in close combat, roll To Hit as normal, and resolve those hits, one at a time, first against squadron models in base contact, then against models further away, once the closest model is destroyed, just like normal.

=Damaging Squadrons

As vehicle squadrons don't have Wounds or Toughness, we have to allocate hits to them slightly differently to other, more conventional, units. To do this, allocate individual hits, rather than individual wounds, one at a time, to the closest.model in the squadron. Then roll for Armour Penetration against the correct facing (so against the rear armour in close combat) and determine the result of any glancing or penetrating hits. When this has been done, resolve the next hit, and so on, until all hits have been allocated and resolved.

Abandoning Squadron-Mates

Over the course of the battle, it is likely that one or more members of a squadron will suffer an Immobilised result, preventing it from moving. If a member of a squadron is Immobilised, the rest of the squadron are permitted to 'abandon' it. To do so, the rest of the squadron must move out of unit coherency with it; treat the Immobilised model(s) as a separate unit from then on. This cannot be done if a member of a squadron has only been Crew Stunned - we assume)i n this case) that its squadron-mates rally to its defence until a full recovery is made.

Transports

Transports have several additional characteristics: Transport Capacity, Fire Points and Access Points.

Transport Capacity

Each Transport vehicle has a maximum passenger capacity that can never be exceeded. A Transport can carry a single Infantry unit and/or any number of Independent Characters (as long as they are also Infantry), up to a total number of models equal to the vehicle's Transport Capacity. The entire unit must be embarked on the Transport if any part of it is - a unit cannot be partially embarked or be spread across multiple Transports.

Only Infantry models can embark upon Transports (this does not include Jump or Jet Pack Infantry), unless specifically stated otherwise. Some larger Infantry models count as more than one model for the purposes of Transport Capacity, and this will be specified in the model's rules.

Sometimes, there will be constraints on which types of models can embark upon a particular vehicle, and this will be specified in the unit's entry. Space Marine Terminators, for example, cannot embark upon a Rhino or Razorback, although they can be transported by Land Raider

Dedicated Transports

Sometimes a unit entry in a codex will include a Transport option, allowing a vehicle to be selected together with the unit. These Dedicated Transports do not use up a slot on the force organisation chart (see page XX). Other vehicles rnay also have a Transport Capacity, but they are chosen separately as normal and occupy a force organisation chart slot of their own.

The only limitation of a Dedicated Transport is that when it is deployed, it can only carry the unit it was selected with (plus any Independent Characters that have joined it). After the game begins, it can then Transport any friendly Infantry unit, subject to Transport Capacity and other special exclusions, as explained in the vehicle's entry.

Unshakeable Nerve

Units embarked upon Transports are Fearless while they are embarked (they draw great resolve from their seemingly impervious position).

Fire Points

A Transport might have a number of Fire Points defined in its entry. A Fire Point is a hatch or gun slit from which one or more passengers inside the vehicle can fire shooting weapons (or use witchfire/psychic shooting attacks).

Unless specified differently in the vehicle's entry, a single passenger can fire out of each Fire Point and the other transported models cannot fire. Ranges and line of sight are measured from the Fire Point itself. If an embarked model fires a Template weapon from a Fire Point, discount the hit scored against the vehicle - we assume the weapon has been fired in a sufficient arc to clear the Transport's hull. Note that the passengers can shoot at a different target to the vehicle itself. Models firing out of a vehicle that moved at Combat Speed count as having moved that turn. Models firing out of a vehicle that moved at Cruising Speed can only fire Snap Shots that turn. They cannot fire if the vehicle moves Flat Out or uses smoke launchers that turn.

Access Points

Each vehicle capable of carrying passengers will have a number of Access Points defined in its entry. These are the doors, ramps and hatches that passengers use to get in and out of the vehicle (see below for more details). Transports on flying bases also count the base as an Access Point.

Embarking and Disembarking

Models can only voluntarily embark or disembark in the Movement phase. They cannot voluntarily embark and disembark in the same turn. However, they can embark and then be forced to disembark if their Transport is destroyed.

Embarking

A unit can embark onto a vehicle by moving each model to within 2" of its Access Points in the Movement phase - Difficult and Dangerous Terrain tests should be taken as normal.

The whole unit must be able to embark - if some models are out of range, the entire unit must stay outside. When the unit embarks, remove it from the table and place it aside, making a note that the unit is being transported. If the players need to measure a range involving the embarked unit (except for its shooting), this range is measured to or from the vehicle's hull.

If the vehicle moved before its passengers got aboard, it cannot move further that turn (including pivoting on the spot or moving Flat Out). If the vehicle did not move before its passengers got aboard, it can move as normal after they have embarked. In either case, a vehicle cannot Tank Shock or Ram in a turn that a unit embarks upon it.

Disembarking

A unit that begins its Movement phase embarked upon a vehicle can disembark either before or after the vehicle has moved (including pivoting on the spot, etc) so long as the vehicle has not moved more than 6".

If the vehicle had not moved before the unit disembarked, the vehicle can then move normally.If the vehicle had already moved before the unit disembarked, the vehicle cannot move further (including pivoting on the spot) that turn. In either case a vehicle cannot Tank Shock or Ram on a turn that a unit disembarks from it.

Placing Disembarked Models

When a unit disembarks, place the models one at a time, using the following method: place the first model in base contact with one of the vehicle's Access Points. If the model cannot be placed in base contact with the Access Point due to the vehicle's flying base, place it so its body is in contact with the Access Point. In either case, a disembarking model's base cannot be placed within 1 " of an enemy model or within impassable terrain.

The model can then make a normal move - Difficult and Dangerous Terrain tests should be taken as normal, but it must end its move wholly within 6" of the of the Access Point it disembarked from (we assume that any distance that is lost because of this has been used getting out of the Transport). Repeat this process for each model in the unit. At the end of the unit's move, all models must be in unit coherency.

Disembarking Restrictions

After disembarking, models can shoot, counting as having moved, or choose to Run in their subsequent Shooting phase, but cannot declare a charge in their subsequent Assault phase.

Emergency Disembarking

If any models cannot disembark, because of enemies or because they would end up in impassable terrain, the unit can perform an emergency disembarkation. In this case, a model can be placed anywhere in contact with the vehicle's hull and can then move as for a normal disembarkation. The unit cannot then perform any voluntary actions for the rest of the turn. If even this disembarkation is impossible, because it is impossible to place one or more models, then the unit can't disembark.

Independant Character and Transports

If an Independent Character (or even more than one) and a unit are both embarked upon the same vehicle, they are automatically joined, just as if the Independent Character was within 2" of the unit. If either an Independent Character or a unit is already in a vehicle, the other may join them by embarking too (assuming, of course, that there is enough space). The unit and the Independent Character(s) can, in a later Movement phase, disembark together as a single unit.

Alternatively, they can separate by either the unit or the Independent Character(s) disembarking while the others remain on board. They can even separate by disembarking at the same time, so long as they end their moves more than 2" away from each other.

Transports and Assaults

If a Transport vehicle is assaulted, an embarked unit can fire Overwatch at the attackers out of its Fire Points. If a Transport vehicle is Wrecked or Explodes, any Wounds caused to its passengers do not count towards combat resolution and surviving passengers are not locked in combat with the units assaulting their Transport vehicle.

Effects of Damage on Passengers

When a Transport sustains damage, it can also have an effect on its passengers as described below'

  • Crew Shaken. Passengers can only make Snap Shots in their next Shooting phase, but are otherwise unaffected.
  • Crew Stunned. Passengers cannot shoot in their next Shooting phase, but are otherwise unaffected.
  • Weapon Destroyed & Immobilised. These results have no effect on passengers.
  • Wrecked. The passengers must immediately disembark in the usual manner (see page XX), save that they must end their move wholly within 3" rather than 6". If, even by performing an emergency disembarkation, some models are unable to disembark, then any models that cannot disembark are removed as casualties. This does not prevent the rest of the unit from disembarking. The unit must then take a Pinning test. After this, the vehicle becomes a wreck.
  • Explodes! The unit suffers a number of Strength 1d6, AP 1d6 hits equal to the number of models embarked. Resolve these as for shooting hits, except that the controlling player allocates any wounds caused. surviving passengers are placed where the vehicle used to be; any models that cannot be placed are removed as casualties. The unit then takes a Pinning test.

As all models in a single unit fire simultaneously, a squad cannot wreck a Transport and then file at its occupants. However, if a Transport is destroyed by a shooting attack, otry unit that shot it that turn can, if allowed, charge the now disembarked passengers.

Flyers

Ariel Support

Flyers must begin the game as Reserves - it takes time for a Warlord to organise and coordinate air support.

Fliers and Measuring

Flyers have flying bases that suspend them above the battlefield. However, distances are still measured to and from the Flyer's hull, with the exceptions of the vehicle's weapons and Fire Points, which all work as normal. the base of a Flyer is effectively ignored, except for when:

  • The Flyer is being assaulted, in which case models may move into contact with the vehicle's hull. its base or both.
  • Models are embarking or disembarking from the Flyer, in which case the base of the Flyer is used as the Access Point.

Flyers and other Models

Models that physically fit under a Flyer model can move beneath it. Likewise, a Flyer can end its move over such models. However, when moving this way, enemy models must still remain 1 " away from the base of the Flyer, and the Flyer cannot end its move with its base within l" of other enemy models.

Zoom

Flyers can usually only make a special kind of move called Zoom. Some can also Hover - see page XX. Zooming allows the Flyer to move at fantastic speeds, making it very difficult to shoot down, but limiting its manoeuvrability. If a Flyer Zooms, it has a combat speed of 18" and a cruising speed of 36”. However, as a certain amount of forward thrust is required for the vehicle to stay in the air, a Zooming Flyer can never voluntarily move less than 18". If a Zooming Flyer is forced to move less than 18" in its own Movement phase, it is automatically wrecked.

To represent its limited manoeuvrability, a zooming Flyer can only make a single pivot on the spot of up to 90' before it moves. Thereafter, it must move directly forwards in a straight line. In a turn in which a Flyer enters the board from reserve, it can do so facing any direction you wish, providing that the resulting move will not carry it off the board again. A Zooming Flyer can move over intervening units and impassable terrain exactly as a skimmer. In addition, a Zooming Flyer does not have to take Dangerous Terrain tests even if it starts or stops over difficult, dangerous or impassable terrain. Finally, models cannot embark upon, or disembark from, a Zooming Flyer.

Zoom, Tank Shock, and Ramming

Zooming Flyers cannot Tank shock or Ram nor can they be Tank Shocked or Rammed.

Zooming and Shooting

Flyers have sophisticated targeting systems designed to work at the fastest speeds. Zooming Flyers can fi.re up to four of their weapons using their full Ballistic skill if they have moved at either Combat Speed or Cruising Speed that turn.

Hard to Hit

Zooming Flyers are incredibly difficult targets for troops without suitably calibrated weapons and scopes. Shots resolved at a Zooming Flyer can only be resolved as Snap Shots (unless the model or weapon has the Skyfire special rule, as described on page XX).Template, Blast and large Blast weapons cannot hit flyers in Zoom mode.

Zoom and Flat Out

A Zooming Flyer that goes Flat Out must move forwards in a straight line between 12" and 24".

Evade

If a Zooming Flyer comes under fire, the pilot can throw his craft into a series of evasive manoeuvres in an attempt to avoid taking damage. After the enemy has rolled To Hit against one of your Flyers, but before armour penetration rolls are made, you can choose to Evade until the end of your next turn. An evading Flyer has the Jink special rule, but only fires Snap Shots.

Assaulting Zooming Flyers

Due to their high speed (and presumably high altitude), Zooming Flyers cannot be assaulted.

Leaving Combat Airspace

It's quite likely that a Flyer making a Zoom move will leave the board, either deliberately or by accident. If this happens, the Flyer is said to have left combat airspace - it then enters Ongoing Reserves (see page XX). A Flyer that leaves combat airspace must Zoom back on when it returns from Ongoing Reserves, even if it has the Hover type.

Fliers and Damage Results

Zooming Flyers follow the exceptions given below.

Locked Velocity

If a Zooming Flyer suffers an Immobilised result, its velocity is locked. A Flyer with Locked Velocity cannot change speed for the rest of the game, but must continue to Zoom at either Combat Speed or Cruising Speed (whichever it was using when it suffered the Immobilised result). Once a Flyer's velocity is locked, it cannot Evade and cannot move Flat Out. A Flyer with Locked Velocity can still turn before it moves as normal and if it leaves the board will enter Ongoing Reserves as normal.

Crash and Burn

If a Zooming Flyer is Wrecked or Explodes, its flaming debris rains down on the battlefield. Centre the large blast marker over the Flyer - it then scatters 2D6". Any model under the blast marker's final position suffers a Strength 6, AP - hit. the Flyer is then taken off the board. If the Flyer is also a Transport, any models within suffer a Strength 10 hit with no armour saves allowed. Survivors are placed anywhere within 3" of the blast marker's final position and in unit coherency. Any models that cannot be placed are removed as casualties.

Special Rules

Flyers can choose whether or not to use the Skyfire special rule at the start of each Shooting phase. They don't have to use the Skyfire special rule,but if they do, all the weapons they fire that turn are counted as having the Skyfire special rule.

Special Weapon Systems

Flyers have access to fivo special weapon systems: missiles and bombs. Missiles can be used while either Hovering or Zooming. Bombs can only be used while Zooming.

Missiles

Many Flyers are armed with a special kind of weapon called a missile, clearly denoted by their name: Bloodstrike Missiles, Implosion Missiles, and so on are good examples.

Missiles are one use only, but most Flyers carry two or more to maintain a steady weight of fire throughout the game. A maximum of two missiles can be fired per Shooting phase, and they count towards the number of weapons fired that turn.

Bombs and Bombing Runs

Some flyers are armed with bombs, specialised munitions designed to be dropped onto enemies below. Unlike other weapons, bombs are used during the Flyer's Movement

phase, in a special kind of attack called a Bombing Run. A Flyer can drop up to one bomb in its Movement phase. If it does so, it counts as having already fired one weapon in its following Shooting phase, however, any additional weapons it fires that turn can choose a different target to that of the bomb.

To make a Bombing Run, a Flyer must be Zooming. After the Flyer has finished moving, centre the bomb's blast marker on any one model the Flyer has passed over that turn and scatter it D6". Any model under the blast marker's final position is hit, resolved using the bomb's profile.

A Flyer that makes a Bombing Run during its Movement phase cannot move Flat Out later in the turn.

Hover Type

A Flyer that has the Hover type can choose to Hover instead of Zooming. Hovering makes the Flyer slower, but considerably more agile. A Flyer with the Hover type must declare whether it is going to Zoom or Hover before it moves each Movement phase. This means that, if the Flyer arrives from reserve, you must declare which type of movement it is using before placing it on the board.

If a Flyer is in a squadron, all vehicles in the squadron must choose the same type of movement.

If a Flyer is hovering, it is treated exactly as a Fast Skimmer. This makes it more manoeuvrable, but often limits the number of weapons it can fire.

Chariots

Moving Chariots

Chariots move normally for a vehicle of their type. In addition, if the Chariot is a Skimmer, the rider can make Sweep Attacks.

Sweep Attacks

The rider can make a Sweep Attack each turn in the Movement phase. To make a Sweep Attack, pick one unengaged enemy unit the Chariot has moved over this turn and roll a D6 for each Attack the rider has on his profile. If the Chariot moved at Combat Speed this turn, it hits on rolls of 3+; if it moved at Cruising Speed, it hits on rolls of 4+. Each hit is resolved at the rider's Strength, plus any Strength bonuses, AP value and special abilities from his melee weapon. Resolve hits against the rear armour of vehicles. Use Random Allocation (see page XX). Sweep Attacks can be Precision Strikes (see page XX) and no cover saves are allowed against Wounds, glancing hits and penetrating hits caused by a Sweep Attack.

Shooting at Chariots

Chariots are shot at in exactly the same way as other vehicles - the rider cannot be targeted separately from his Chariot. Shooting attacks must always be resolved against the Chariot.

Assaulting with Chariots

Unlike other vehicles, a Chariot is allowed to declare a charge in the Assault phase - provided that it did not move Flat Out in the preceding Shooting phase. As long as the charge range is sufficient to bring the hull (or base) into contact with the target unit, the charge is successful. Remember that, as a vehicle, the Chariot will need to take a Dangerous Terrain test if it charges through difficult terrain. If it fails this test, it is immobilised and the charge also fails. However, rather than not moving at all, as is normal when a charge fails, the chariot comes to a halt as soon as it enters the terrain that Immobilised it.

Fighting from a Chariot

While a Chariot cannot strike blows in close combat, it's an excellent fighting platform for its rider. Accordingly, the rider of the Chariot is treated as being in base contact with all enemy models that are themselves in contact with the Chariot. This means that the Chariot's rider can both strike, and be struck by, such models. Note that, as a vehicle, the Chariot (and its rider, whilst embarked) cannot be locked in combat.

Challenges

A rider cannot issue or accept challenges from the back of a Chariot, nor can he perform a Glorious Intervention.

Improved Save

Chariots inevitably have a protective cowling or a series of force fields in their design, which we represent by allowing the rider +1 to his armour saves against Wounds caused in close combat.

Crew

In addition to the rider, some Chariots have crew. The crew of a Chariot are considered to be part of the Chariot itself can never be targeted separately from the vehicle, and cannot attack.

Special Rules

Until his Chariot is destroyed, and whilst he remains embarked upon it, the rider has the Fearless special rule. The Chariot itself has the Hammer of Wrath special rule, but gains D6 Attacks rather than one, resolved at Strength 6, AP - unless otherwise stated.

Open-Topped Vehicles

The Vehicle Damage Table

A lack of armour leaves vital parts of these vehicles vulnerable. If a vehicle is open-topped, add a +1 modifier to any rolls on the Vehicle Damage table (this is cumulative with other modifiers).

Open Topped Transports

Open-topped vehicles do not have specific Access Points. Instead, all of the vehicle is considered to be an Access Point (regardless of any base they may have).

Passengers Shooting from Open Topped Transports

Open-topped Transports do not have specific Fire Points. Instead, all passengers in an Open-topped Transport can fire, measuring range and line of sight from any point on the hull of the vehicle.

Passengers charging from Open Topped Transports

Acting as an ideal attack platform, all Open-topped Transports are Assault Vehicles (see page XX).

Heavy

Moving Heavy Vehicles

Heavy vehicles can never move faster than Combat Speed and can never elect to move Flat Out.

Shooting with Heavy Vehicles

For the purposes of determining which weapons a Heavy vehicle can fire (and at what Ballistic Skill), Heavy vehicles are always treated as having remained Stationary.

Fast

Moving Fast Vehicles

Fast vehicles are swifter than the norm so to represent this, can move up to 12" when moving Flat Out.

Shooting with Fast Vehicles

Fast vehicles that moved at Combat Speed in the preceding Movement phase can fire all of their weapons, just like other types of vehicles that have remained Stationary. Fast vehicles that moved at Cruising Speed can fire up to two weapons using their full Ballistic Skill - other weapons can only make Snap Shots.

Skimmers

Skimmers and Measuring

Unlike most other vehicles, Skimmers have flying bases under their hull. However, distances are still measured to and from the Skimmer's hull, with the exceptions of the vehicle's weapons and Fire Points, which all work as normal. The base of a Skimmer is effectively ignored, except for when:

  • The Skimmer is being charged or rammed, in which case, models may move into contact with the vehicle's hull, its base or both.

Moving Skimmers

Skimmers can move over friendly and enemy models, but they cannot end their move on top of either.

Skimmers can move over all terrain, ignoring all penalties for difficult terrain and tests for dangerous terrain. However' if a moving Skimmer starts or ends its move in difficult or dangerous terrain, it must take a Dangerous Terrain test. A Skimmer can even end its move over impassable terrain if it is possible to actually place the model on top of it, but if it does so it must take a

Dangerous Terrain test

If a Skimmer is forced to end its move over friendly or enemy models, move the Skimmer the minimum distance so that no models are left underneath it.

Fast Skimmers

If a vehicle is both Fast (see above) and a Skimmer, it can move up to 18" when moving Flat Out.

Skimmers and Damage Results

Having your engines stall when travelling at high speed has its consequences. ff it moved Flat Out in this, or the previous, turn, a Skimmer that suffers an Immobilised result immediately crashes and is Wrecked). If it did not move Flat Out, it suffers an Immobilised result, as normal.

If a Skimmer is Immobilised or Wrecked, its base is removed, if possible. If this is not possible (the base might have been glued in place, for example), don't worry about it. The Skimmer's anti-grav field is obviously still working and an Immobilised Skimmer will simply remain hovering in place, incapable of any further movement (including turning on the spot); a wrecked one is now a floating, burning wreck. Note that it is not otherwise permitted to remove the flying base, as Skimmers cannot land in battle conditions.

Special Rules

Skimmers have the Jink special rule.

Walkers

Additional Characteristics

Unlike other vehicles, Walkers have a Weapon Skill, Strength, Initiative and Attacks characteristic

Walkers and Measuring

If a Walker has a base, measure ranges and distances to and from its base, as for an Infantry model. If a Walker does not have a base (like the Chaos Defiler), measure to and from its hull (including any legs or other hmbs), as normal for vehicles. The Walker's weapons are an exception to this' as explained below.

Moving Walkers

Walkers move using the movement rules for Infantry. They can move 6" in the Movement phase, Run in the Shooting phase, and charge in the Assault phase, just as Infantry can. Difficult terrain affects Walkers just as it does Infantry, and only counts as dangerous terrain if it would do so for Infantry.If Walkers fail a Dangerous Terrain test, they are Immobilised. Unlike Infantry, a Walker has a facing, which influences where it can fire (see below) and its Armour Value when fired at.

Shooting with Walkers

Walkers can choose to Run like Infantry, and this prevents them from firing and charging that turn, as normal. Obviously, they cannot Run if they are stunned or Immobilised.

A Walker that moved can still fire all of its weapons in the subsequent Shooting phase. When firing a Walker's weapons, pivot the Walker on the spot so that its guns are aimed at the target (assume that weapons mounted on a Walker can swivel horizontally and vertically up to 45'). Range is measured from the weapon itself and line of sight is measured from the mounting point of the weapon and along its barrel, as normal for vehicles. This pivoting in the Shooting phase does not count as moving and represents the vastly superior agility of Walkers in comparison with other vehicles.

Keep in mind, however, that its facing will determine where its rear armour is going to be when the enemy returns fire! Immobilised Walkers cannot pivot, and can only shoot at models within their current weapon arc.

Unlike other vehicles, Walkers can fire overwatch.

Shooting at Walkers

When firing at a Walker, work out which of its Armour Values to use as you would for any other vehicle, based on the position of its body compared to the model firing at it.

Walkers and Assaults

Walkers assault, and are assaulted, like Infantry models, meaning that they make charge moves and can be locked in combat. Walkers that are locked in combat cannot be shot at.

In close combat, Walkers fight like infantry models. However, any hits scored against them must roll for armour penetration and damage as for a vehicle. Models hitting a Walker in close combat almost always roll for armour penetration against its front armour unless it has been Immobilised. However, any rolls of 6 to-hit are resolved against the enemy rear armor instead. Against an Immobilised Walker, models always roll for armour penetration against its rear armour. This is because, unlike other vehicles, the Walker turns to face its enemies and rampages through the melee.

Consequently, a Walker is quite capable of tearing apart its foe in close combat, while only the specially armed (or monstrously powerful) will have any hope of destroying a Walker up close.

If a WaIker is armed with two or more Melee weapons, it gains + 1 bonus Attack for each additional weapon after the first. Unlike other models, this is not limited to a single bonus Attack, so a Walker with three Melee weapons would have 2 bonus Attacks. If one of its additional Melee weapons is destroyed, one bonus Attack is lost. If the destroyed weapon is a Dreadnought close combat weapon, the Walker loses the bonuses conferred by that Dreadnought close combat weapon.

Shaken damage results do not affect the way a Walker fights in close combat. Immobilised andf or stunned Walkers fight in close combat with one less Attack than usual (to a minimum of 1), but otherwise they attack normally.

Walkers may make Sweeping Advances, Pile In moves and consolidations unless thev are stunned or Immobilised.

Ramming a Walker

If a Walker is rammed by a Tank (see page XX), the collision is resolved as normal for a vehicle (a Walker cannot attempt to perform a Death or Glory attack when rammed). If it survives, the Walker can then attack the Tank in the ensuing Assault phase.

Tanks

Tank Shock

When moving a Tank, the player can declare that it is going to attempt to Tank Shock instead of moving normally. When making a tank shock move, the controlling player must declare whether they’re attempting to Slam or Grind the enemy unit. If they are Slamming, any wounds they inflict are counted as S10 AP-. If they are Grinding, the wounds they inflict are S5 AP 1d6.

To perform a Tank Shock, first, turn the vehicle on the spot to face the direction you intend to move it and declare how many inches the vehicle is going to move, up to its maximum speed. The vehicle must move at least Combat Speed Note that, because pivoting on the spot does not count as moving, this is not enough for a Tank Shock.

Once the Tank has been 'aimed' and the intended distance declared, move the Tank straight forwards until it comes into contact with an enemy unit or it reaches the distance declared - no other changes of direction are allowed in a Tank Shock. If no enemy unit is reached, just move the Tank straight ahead for the distance declared and nothing special takes place.

A Tank Shock is an exception to the rule that enemy models cannot be moved through. Remember, though, that friendly models still cannot be moved through, so the Tank's movement will be stopped if any friendly models are in the way. Also, a Tank Shock cannot be attempted against enemies that are locked in combat, as the risk of harming allies is too high

If an enemy unit other than another vehicle is reached, that enemy unit must take a Morale check or Fall back (They do not count as Broken, and rally immediately afterwards). If they pass the check, they may then simply move out of the way of the tank. Regardless of whether they pass or fail the check, they must make a single Initiative check for each full 6” the vehicle traveled before hitting the unit. For each point they fail a test by, the unit takes 1 automatic hit at the strength and AP specified.

Regardless of the result of the test, the Tank keeps moving straight on, possibly tank shocking more enemy units until it reaches its final position. If the Tank would move into contact with a friendly model, enemy vehicle, impassable terrain or a board edge, it immediately stops moving 1” away.

If some enemy models in the enemy unit would end up underneath the vehicle when it reaches its final position (it makes no difference whether the unit is falling back or not) these models must be moved out of the way by the shortest distance, leaving at least 1" between them and the vehicle whilst maintaining unit coherency and staying on the board. Any models that cannot manage this are crushed and removed from play as casualties.Crunch!

Units Already Falling Back

If a unit that is falling back is tank shocked, the unit automatically fails its Morale check. This also applies if a unit falls back from a Tank Shock and the Tank's remaining move brings it into contact with them a second time.

Tank Shock From Reserve

A Tank that moves onto the battlefield from reserve may attempt a Tank Shock. This must be declared before the Tank moves onto the board.

Tank Shock Restrictions

A vehicle that has performed a Tank Shock cannot move Flat Out later in the turn. Units cannot embark onto or disembark from a Transport vehicle in a turn in which it has already performed a Tank Shock. likewise, a Transport vehicle from which a unit has embarked or disembarked that phase cannot perform a Tank Shock later in the turn.

Death or Glory

If a unit that has been attacked by Tank Shock passes its Morale check, one of its models in the vehicle's path can stand and attempt to destroy it rather than move out of the way (potentially a rather suicidal thing to do). The model nominated for this heroic duty makes a single Attack against the incoming Tank. Even if the weapon used is Assault 3, for example, or the model is normally allowed more than one Attack, only one Attack is ever resolved in this case. The Attack can be either a shot from a weapon carried by the model, or a single close combat attack using any weapon carried, including grenades. Whatever form it takes, the Attack hits automatically, so resolve the hit against the vehicle's front armour (even if using a close combat attack), and immediately apply any damage results. Cover saves cannot be taken against a Death or Glory attack.

If the model successfully manages to wreck the vehicle, or inflict a Crew Stunned, Immobilised or Explodes result, the vehicle halts directly in front of the heroic individual (or blows up there).

If the Attack fails to stop the vehicle, then the Tank Shock continues as normal, except that the brave (but perhaps foolish) glory seeker is crushed by the vehicle grinding over him - the model is removed, regardless of Wounds) saves (invulnerable or not), or any other clever way of staying alive they can think of.

Artillery units may attempt Death or Glory with either a crewman (as normal) or a gun model. If a gun model does this and fails to stop the Tank, both the gun and one crewman are removed.

Ram

Ramming is a rather desperate manoeuvre and the Tank must concentrate on moving at top speed towards one enemy vehicle. This means that it, and any embarked troops, may only shoot Snap Shots in that turn's Shooting phase, making it a better idea for vehicles that have no armament left, or are shaken.

Ramming is a special type of Tank Shock and is executed the same way, except that the Tank must move at Cruising Speed. Any vehicle that can Tank Shock can also Ram. Units other than vehicles in the path of a Ramming Tank are tank shocked as normal, but if the Ramming Tank comes into contact with an enemy vehicle (not a building), resolve the collision as follows.

Each vehicle immediately suffers a hit against the armour facing where the other vehicle has impacted (so the Ramming vehicle always uses its front armour). The Strength of the hits will often be different for different vehicles, and is calculated as follows for each vehicle:

  • Armour. Each point of armour above 10 on the facing that makes impact: +1
  • Speed. Each full 3" moved that turn by the rammer before impact: +1
  • Mass. If the vehicle is a Tank: +1

Both players roll for armour penetration against their opponent's vehicle and any results are immediately applied.

If the vehicle that is rammed is not removed, the rammer halts. However, if the rammed vehicle is removed because it suffers an Explodes damage result, the rammer continues its move until it reaches its maximum move distance, moves to within 1" of impassable terrain or friendly troops (at which point it stops immediately) or contacts another enemy unit (which it will Tank Shock or Ram again).

Ram and Jink

Cover saves from the Jink special rule can be taken against glancing and penetrating hits caused if a vehicle is rammed.

Ramming Restrictions

Ramming incurs the same restrictions as a Tank Shock.

VEHICLE UPGRADES

Dozer Blade
Vehicles equipped with dozer blades can re-roll failed Dangerous Terrain tests.
Extra Armor
Vehicles equipped with extra armour count Crew Stunned results from the Vehicle Damage table as a Crew Shaken result instead.
Hunter-Killer Missile
A hunter-killer missile is an additional weapon, fired using the vehicle's Ballistic Skill.
Searchlight
Searchlights are used when the Night Fighting rules are in effect (see page XX).If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may find it helpful to place coins, or other suitable counters, next to the units as reminders, and next to a vehicle to show it has used its searchlights this turn.
Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.
Smoke Launchers
Once per game, instead of shooting or moving Flat Out (or running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other approp(iate counter next to the vehicle to show it is obscured. The vehicle may not fi.re any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save.
After the enemy's Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if its crew are shaken or stunned or it does not have any shooting weapons.

BATTLEFIELD TERRAIN

Types of Terrain

The rules for placing terrain pieces on your tabletop can be found on page XX.

Open Ground

Open ground covers everything from dusty plains to rolling hills. Any area not specifically classed as a type of terrain (such as a building, ruin, forest, river, battlefield wreckage or unique terrain) is considered to be open ground. Models on open ground are often said to be 'out in the open'. No additional rules are needed and, unless otherwise specified, special rules and abilities that affect terrain do not affect open ground.

Impassable Terrain

The rules for impassable terrain cover those areas of the board that warriors physically cannot enter. Sheer rock faces, force barriers, pulsing cubes of gelatinous psychic energy, sealed buildings and other unbreachable environs follow the rules for impassable terrain. Models cannot enter, cross or move into or through impassable terrain - they must go around. The exceptions tend to be things like Jump units, (see page XX). Note that this category is used for terrain that is actually, physically impassable. If you want terrain that is more or less lethal, look to dangerous terrain and lethal terrain, covered later.

Difficult Terrain

Difficult terrain slows down models wishing to move through it, and can sometimes be dangerous to models passing through it. It includes areas of rubble, woods, ruins, brush and scrub, rocky outcrops, boggy ground, low walls, razor wire, barricades, steep hills, streams and other shallow water, as well as terrain features that combine several of these types.

Moving Into Difficult Terrain

If a unit starts its move outside difficult terrain, the player must declare if he wants his unit to try to enter difficult terrain as part of their move. If he chooses not to, the unit moves as normal but may not enter difficult terrain. If he chooses for a unit to do so, the unit must take a Difficult Terrain test.

To make a Difficult Terrain test, roll two D6 and select the highest result - this is the maximum distance in inches that any of the models in the unit may move.

Even if the distance rolled is too short for any of the models to reach the difficult terrain, the unit is still slowed down as described above. We assume that their approach is cautious as they attempt to ascertain whether any enemies are within.

Moving Within Difficult Terrain

If any models in a unit start their move in difficult terrain, they are affected by the terrain and must take a Difficult Terrain test. No models in the unit can move more than the distance indicated by the test, even if they are not in difficult terrain. Make sure you clarify which (if any) models are not attempting to move before you make the Difficult Terrain test.

Note that, as part of their move through difficult terrain, models can move through walls, closed doors and windows, and all similarly solid obstacles, unless the players have agreed that a certain wall or obstacle is impassable.

You should also note that, if you take the Difficult Terrain test, you aren't compelled to move the models, as you might not have rolled high enough to make it worth moving at all.

However, if you roll the dice, the models that were attempting to move are still considered to have moved for the purposes of firing, as detailed in the Shooting rules.

Charging Through Difficult Terrain

The rules for charging through difficult terrain are on page XX.

Dangerous Terrain

Dangerous terrain follows all the rules for difficult terrain - you've got to watch your step! In addition, each model must take a Dangerous Terrain test as soon as it enters, leaves or moves within dangerous terrain.

To take a Dangerous Terrain test, roll a D6. On a result of a 1, that model suffers a Wound. the model may take an armour or invulnerable save, but not a cover save, against this wound.

Once a model has taken a Dangerous Terrain test for a particular area of terrain, it does not test for that area of terrain again in the same phase. However, if the model moves into a different area of dangerous terrain, these must be tested for as normal.

Lethal Terrain

Some locales are so hazardous that to seek ingress is also to invite a nasty death. Lava flows, toxin vats, bottomless ravines, reactor cores and other suitably fatal environs all use the rules for lethal terrain. You'll not need to use the rules for lethal terrain that often - normally you'll find that simply dangerous or impassable terrain will prove quite sufficient. However, sometimes an area of terrain looks so inimical to life and limb that you'll want to define it as lethal for that one in a thousand chance that a unit will blunder into it!

Lethal terrain uses all the normal rules for impassable terrain save that models can never voluntarily end their move on lethal terrain - if a model ends its move on lethal terrain, it is immediately removed as a casualty!

Area Terrain

For the clarity of the game, it is important to be able to tell where the boundary of the terrain feature is. This is where we need to introduce the concept of 'area terrain'.

You can show the boundary of a piece of area terrain by using a flat base board, an outline of lichen or sand, or by painting a slightly different colour on your gaming board. Trees, rocks, ruins, or whatever is appropriate for the kind of area terrain you are representing are usually placed within the boundary of the area terrain's base. When moving models into this area, you can temporarily remove the rocks, trees, etc. (if they are not glued in place) to make moving the models easier. Remember, however, to put them back where they originally were (or as close as possible) after you finish moving, as they can affect the line of sight of models shooting through that area terrain.

Area terrain is always difficult terrain. Models in area terrain receive a 5+ cover save, regardless of whether or not they are obscured. Models that Go to Ground in area terrain receive +2 to their cover save, rather than +1.

Mysterious Terrain

The effect of a piece of mysterious terrain is not decided at the start of the battle, (though its boundaries still are). Instead, it is rolled for immediately when a model enters it, or is in it at the start of the first game turn. Once rolled for it retains that result for the duration of the game. If the unit whose model has triggered the effect is moving under its own volition (is not falling back or being moved by an enemy psychic power, or similar) it can decide to continue its move as normal or immediately stop, so that only the first model to enter is inside the terrain feature.

Alternatively, instead of rolling randomly, you and your opponent can agree at the start of the game what kinds of mysterious terrain are present on your battlefield. It is perfectly acceptable for players to decide to treat a specially modelled jungle to represent a Carnivorous Jungle, or a specifically painted river to be Industrial Ooze, for example.

Buildings

Buildings of all types use aspects of the Transport vehicle rules. The main difference between buildings and actual vehicles is that they can't move, and units from either side can go inside. To make use of these rules effectively, you'll have to agree the building's Transport Capacity and Armour Values.

You'll note that buildings don't use Hull Points and can't be completely destroyed. They can, however, be damaged to the point that it's impossible for anyone to enter them.

Buildings vs Ruins

It's important to note that these rules cover intact buildings rather than ruins. Essentially, if your structure is fully enclosed and has a roof, use the rules presented here. If your structure is merely a collection of ruined walls, then use the ruins rules presented on page XX.

Armor Values

Bunkers and bastions have an Armour Value of 14 all around. The Armour Values of other buildings may vary between 9 and 13 (see the chart below for some examples). The players must agree at the start of the game on the Armour Value of all buildings in use. Whilst it's perfectly acceptable to have buildings with different Front, Side and Rear Armour Values, it's simplest to pick one for the entire building.

Building Armor Value Chart

Building Size

To work out your building's Transport Capacity, you need to decide upon its size. To keep things simple, we use three sizes of buildings in Warhammer 40,000: small, medium and large. To see what size of building you have, consult the following chart:

Buildings Sizes Chart

Multiple-Part Buildings

The building chart above assumes your buildings are no more than 3 stories (9”) tall. If a building you are using is taller than this, larger than the maximum footprint given above or includes battlements (see page XX), treat it as two or more smaller buildings joined together.

In such an event, a unit in one part of the building can move to an adjacent and unoccupied building by declaring which they are moving into. This will take up all of their movement and is still subject to all the rules for Transport Capacity (see Occupying Buildings, opposite). The different buildings are still dealt with separately for shooting and assaults.

Units can also charge an enemy that is occupying an adjacent building (including battlements). To assault a unit in an adjacent building, simply declare the occupying unit to be the target of the charge. The charge is automatically successful: no charge roll is made, and no overwatch shots can be fired (the attackers are far too close for that). In the ensuing Fight sub-phase, all models in a unit locked in that combat are also engaged in the combat, and therefore fight and strike blows as normal. Neither side can attempt to attack the building itself.

You do not determine assault results in an assault between units in different parts of buildings. Instead, engaged units automatically consolidate back into the building they controlled at the start of the phase. However, if a unit is wiped out, surviving units can choose to consolidate into either the building it occupied at the start of the phase or into the now vacant building.

Impassable Buildings

There are times when a player's collection may include buildings that have no way for warriors to enter. In game terms, we refer to these structures as impassable buildings.

Impassable Buildings and Movement

If a building is agreed to be impassable at the start of the game, it follows the normal rules for impassable terrain, and models cannot go inside it for any reason. This is not to say that models will not interact with the building - it will still block line of sight and provide cover for models sheltering in its lee.

Occupying Buildings

Models can enter or exit a building through a doorway or other opening that the players have agreed to treat as an Access Point. Moving into or out of a building works the same as embarking or disembarking from a vehicle (including emergency disembarkations) - see page XX for details.

All of the normal rules apply,so only one Infantry unit, plus any Independent Characters that have joined them, may occupy a building at one time. The Transport Capacity of a small bunker is ten models, while a large bastion can hold up to thirty. This can vary according to what you and your opponent agree on before the game begins, but otherwise, all the rules for Transport Capacity apply (see page XX). Models entering a building are removed from the table - either note down where they are on a piece of paper or use another suitable reminder.

Firing from Buildings

Just like some Transpon vehicles, some buildings have Fire Points that allow units inside to fire out. These could be the fire slits on bunkers and bastions or the windows on other buildings. Players should agree beforehand where these Fire Points are. Unless the players agree otherwise, up to two models may shoot through each Fire Point of a building.

Note that all of the models in a unit firing from a building must target a single enemy unit, as normal.

Attacking Buildings

The easiest way to kill enemy troops in a fortified position is often to destroy the fortified position. Units may shoot at or charge an occupied building just as if it was a vehicle.

Units inside a building cannot normally be attacked directly, either in combat or with shooting. The main exception is if they are charged by an enemy unit in a different section of the same multiple part building (see previous page). They might, however, be affected by damage to the building, as covered later.

When shooting at a building, roll To Hit and for armour penetration normally. In close combat, they are hit automatically. If a glancing hit is scored, one model inside the building suffers a Wound with the Ignores Cover special rule. You cannot attack an unoccupied building (with shooting or in close combat). If the building suffers a penetrating hit, one model suffers a Wound as for a glancing hit. Furthermore, roll on the building damage table.

Wound Allocation and Occupying Units

Given the slightly abstract nature of the building rules, it's impossible to allocate Wounds to the closest model in the unit. Instead, the controller of the occupying unit allocates and resolves Wounds, one at a time, to his unit, in the assumption that the most important members will be in the safest locations within the building. If the whole unit is using the same save, you might find it easier to roll all the saves together and then simply remove the appropriate number of models as casualties.

Armor Value 0

If a building is reduced to Armour Value 0 on one or more facings, it immediately suffers a Total Collapse damage result.

High AP Weapons

Some weapons are so destructively powerful that they can inflict masses of darnage in a single strike.

  • If an AP 2 weapon scores a penetrating hit, add a +1 modifier to the roll on the Building Damage table.
  • If an AP 1 weapon scores a penetrating hit, add a +2 modifier to the roll on the Building Damage table.

Template Weapons

Template weapons, such as flamers, are designed to attack enemies that are hidden behind defensive terrain, and can attack models even if they are inside a building. To represent this, if one or more of the Fire Points on a building fall under a template, the unit occupying the building suffers D6 hits from the Template weapon. The building itself also suffers one hit, as normal.

Grenades

Grenades are an excellent way of clearing an enemy out of a building. If a unit assaults a building, any of its models that are within 2" ofat least one Fire Point can each throw one grenade (if they have grenades) inside the building instead of striking it in close combat. Note that every grenade-armed model can do this if you wish, not just one as is the case when Shooting. A grenade causes D6 hits resolved at the Strength and AP of the grenade (for grenades with the Blast or Large Blast type) or D3 hits (for grenades without the Blast or Large Blast type) resolved at the Strength and AP of the grenade. The building also suffers one hit, as normal.

Grenades without a Strength value count as Strength 1 if thrown into an occupied building through a Fire Point. Grenades that cannot be thrown (such as melta bombs) cannot be used in this way.

Unshakeable Nerve

A unit occupying a building, but not a battlement, is Fearless (see page XX).

Battlements

Many buildings have flat roofs that can accommodate units - we refer to these as battlements. A building with battlements is a multiple part building (see page XX) - essentially, one unit can go inside the building, and a different unit can be 'on top' of it (and so do not need to be taken off the board).

The advantage of being on top of battlements is that the whole unit is likely to be able to shoot - battlements do not have Fire Points and use the normal rules for line of sight.

However, unlike those within buildings,units on battlements can be shot back at, and will have to rely on their armour (and any cover save from the battlement walls) for protection. Units on battlements are not Fearless like other embarked units.

How Many Models?

Unlike the interior of buildings, to which we grant a Transport Capacity, the battlements of a building can hold as many models of a single unit as will fit without resorting to odd balancing acts. However, the whole unit must fit in order for it to occupy the battlements.

Reaching the Roof

If a building is in your deployment zone, a unit can deploy on the battlements, just as deploying inside a building. Otherwise, the unit must reach the roof by way of access ladders on the outside or inside of the building - establish these before the game.

From Outside

If there are external ladders, or similar Access Points that only provide access to the battlements, a unit can embark directly to the battlements, without going through the interior, by moving to within 2" of the ladder or external use onlv Access Point.

If the only way to the battlements is through an internal hatch, a unit can still reach the roof by moving the entire unit to within 2" of the building's Access Points and using the following rules:

  • If the interior and battlements are both unoccupied, a unit can embark to either the interior or the battlements. In either case, this takes up the unit's remaining move.
  • If the interior is occupied by a friendly unit and the battlements are empty, the embarking unit can only embark directly to the battlements (assume the other unit let them through), taking up the unit's remaining move.
  • If the battlements are occupied by r friendly unit and its interior is empty, the embarking unit can only move to occupy the interior.
  • If an enemy unit is occupying the interior, you cannot move through them to get to the battlements. Unless there are external Access Points that provide direct access to the battlements, the unit cannot embark to the battlements.

Jump and Jet Pack Units If their move is sufficient, Jump and Jet Pack units can move directly to or from a building's battlements in their Movement phase, even in the absence of external ladders or Access Points. Battlements are not difficult terrain in this case.

Leaping Down

A unit can always elect to leap down from the battlements, although this incurs significant risk.

To resolve this, choose one model from the battlements and place it anywhere wholly within 3" of the base of the building that is at least 1" away from enemy models, and not in impassable or lethal terrain. That model must then take an Impact test. This is exactly like a Dangerous Terrain test, with a -1 modifier for every full 3" the model has dropped. Unlike ordinary Dangerous Terrain tests, armour saves cannot be taken against Impact tests. Jump and Jet Pack models must still take Impact tests but they ignore any modifiers from falling 3 or more inches.

If the model is slain, choose another and try again. If the model survives, resolve the same sequence for all the other models in the unit, taking care to remain in unit coherency. Any models that cannot be placed, for whatever reason, are removed as casualties with no saves of any kind allowed.

Battlements and Building Damage

A unit on the battlements is slightly less prone to harm if the building suffers darnage. They're already on the roof, so that roof can't fall in on them, however, there is still the possibility of injury from shrapnel and so on. Accordingly, if the battlements are damaged, any unit on the battlements suffers the same number of hits as a unit inside a building would, but these are resolved at Strength 3, not Strength 6.

Abandon the Battlements

If a unit Falls Back while on a battlement, or the building below suffers a total collapse result, there's no time for those on the battlements to make a dignified escape - they must jump for it! Resolve this exactly as described for Leaping Down (see above)

Assaulting the Battlements

Units on battlements cannot be assaulted, except by units in the building below them. Grenades, however, can be employed against them by units assaulting the building below.

When a unit assaults a building, any of its models that are within 8" of the battlements can each throw one grenade (if they have grenades) onto the battlements instead of striking the building in close combat, or throwing grenades into Fire Points. Note that every grenade-armed model can do this if you wish, not just one as is the case when Shooting. If you wish, you can choose to have some models attack the building, others throw grenades into the Fire Points, and yet more throw grenades onto the battlements.

A grenade thrown onto the battlements causes D3 hits (for grenades with the Blast or Large Blast type) or 1 hit (for grenades without the Blast or large Blast type) resolved at the Strength and AP of the grenade. The battlements take 1 hit from a thrown grenade, just like any other building. Grenades without a Strength value count as Strength 1 if thrown onto battlements. Grenades that cannot be thrown (such as melta bombs) cannot be used in this way.

Emplaced Weapons

Many buildings have built-in weapons. Such emplaced weapons can each be fired as follows:

Manual Fire

If a building is occupied, a model within can choose to fire one of the emplaced weapons instead of his own. Use the firing model's Ballistic Skill and the line of sight of the weapon. All relevant special rules frorn the firing model and the weapon are used.

Automatic Fire

If a building is occupied, each emplaced weapon that is not being fired manually automatically fires at the nearest enemy unit within range and line of sight. Shots from automated fire are resolved at the end of the Shooting phase, just before any Morale checks are taken. Automated fire always has a Ballistic Skill of 2.Automated fire does not prevent an occupying unit from firing its own weapons and can be fired at a different target to the one the unit targets.

Fortifications and Dilapidation

In the Choosing Your Arrmy section (pg. XX) you'll see that you can add some buildings to your Army, allowing your troops to deploy in and fight from a strong position. You might also use some of the fortifications as 'neutral' buildings on the battlefield. In this case, simply treat all fortifications not bought for either you or your opponent's army as being dilapidated.

A dilapidated fortification has 2 fewer points of Armour Value on each facing than is normal for a building of its type. Furthermore, its emplaced weapons cannot be fired.

Ruins

These rules are based on the height and area of the plastic Citadel city ruins (such as those found in the Citadel Imperial Sector kit). They will work just as well with ruins of your own creation, so long as their dimensions are roughly similar.

Ruins: The Basics

All ruins are difficult terrain and provide a 5+ cover save.

Players can also agree at the beginning of the game to treat some ruins as dangerous terrain as well, representing unstable structures on the verge of collapsing or that are still on fire. Of course, the nature of ruins means that the boundaries of the terrain can be somewhat indistinct. The best way to counter this is to ensure that both players are clear on the boundaries of each ruin before the game begins.

Ruins with Bases

A ruin might be mounted on a base, decorated with rubble, and other debris. In this case, treat the base as area terrain.

Ruins without Bases

If the ruin has not been mounted on a base, then the ground floor is not counted as either difficult terrain or area terrain. Of course, units still have to take Difficult Terrain tests if they move through the walls or if they climb to the upper floors.

Coping with Different Heights

With units inside ruins, you will often need to measure weapon ranges between models on different levels and at different heights. Measure the distance from base to base, holding your tape measure at an angle as necessary. Sometimes, a wall of rubble or an exposed stanchion will get in the way and you'll find it difficult, or impossible, to accurately measure the distance. Should this happen, it's more than acceptable to estimate based on what you can measure.

Unit Coherency

When moving, it is possible that models from the same unit may end up spread across two or more levels of a ruin. In this case, the models on different levels maintain unit coherency as long as any part of the body of a model on a lower level is within 6" of the base of a model that is higher up.

This means that you measure up 6" from the head of a model on one level to the base of the model on the next level up, and so on. Players should be generous when measuring for very short models, like swarms) which otherwise may be unable to spread over several levels of a ruin (give them a break - they're only little!).

Moving within Ruins

Only certain troops are capable of clambering to the upper levels of ruins. Accordingly, only Beasts, Infantry, jetbikes, Skimmers and all types of Jump and ]et Pack units can move on the upper levels of a ruin - and only if the model can physically be placed there. Other units may only move on the ground level of the ruin. You should agree with your opponent at the beginning of the game whether or not any other unit types can enter the upper levels of a ruin (Walkers and Monstrous Creatures could be allowed to enter sturdy looking ruins).

Infantry

Even though different building models vary, the typical distance between levels in a ruin ts 3". A model moving on foot in a ruin therefore needs 3 " of its movement to go up or down a level.

As ruins are difficult terrain, this means that if a I or 2 is rolled, a model may not make any vertical movement (but may still move horizontally on its level). If a 3 is rolled, the model can either move up to 3" horizontally or simply go up or down a level without any horizontal movement. If a 4 or 5 is rolled, a model can either move horizontally up to the maximum rolled or go up down a level as well as moving its remaining 1" or 2" horizontally. On a result of 6, the model will be able to go up/down two levels if it does not move horizontally at all, or move one level up/down and horizontally for the remaining 3" or all 6" horizontally.

If the distance between levels in a ruin is not 3", simply measure the distance between the levels to determine how much movement a model requires to move up or down between the them. If the distance between levels is 6", models that wish to ascend or descend that level will only be able to do so on a Difficult Terrain test of a 6,and they will not be able to make any horizontal movement.

If the distance between levels is greater than 6", models cannot ascend the level at all by making a Difficult Terrain test, but Jump units, Jet Pack units, Jetbikes and Skimmers can try to move up (see below). Similarly, if the distance between levels is greater than 6", models cannot move down by making a Difficult Terrain test, but they can choose to jump (see Gravity - Nature's Downward Express), try to use their packs if they are Jump units or Jet Pack units, or use their anti-grav engines if they are Jetbikes or Skimmers.

Jump, Jet Pack, Skimmer, and Jetbike Units

Remember that Jump units, Jet Pack units, Jetbikes and Skimmers are not hindered by difficult terrain, and move over any terrain as part of their move without penalty. However, if these models start or end their move in difficult terrain (such as a ruin), they must take a Dangerous Terrain test. All surviving jump and Jetbike models are then simply placed within 12" of their starting point, including on a different level of a ruin. Surviving Jet Pack models are placed within 6" of their starting point instead. Skimmers that aren't Immobilised can complete their move.

Gravity - Nature’s Downward Express

If your unit is in the upper floors of a ruin and wants to get down in a hurry, the models can always jump down. This, as it sounds, is really quite dangerous and bound to end with a sickening snapping noise, but desperation can often make such things necessary. A unit that is not falling back and descending through a building can always elect to Leap Down to a lower level, rather than making a Difficult Terrain test. However, all descending models in the unit must take an Impact test (see page XX).

Windows, Doors, Ladders, and Lateral Thinking

Should troops be able to move through walls if there is no door? That's really down to what you and your opponent decide. It's perfectly acceptable to assume the combatants on both sides have brought plenty of cutting tools, acidic disintegrators or naked ferocity to muscle their way through any wall so foolish as to block their path. Indeed, the normal rules for moving through difficult terrain allow you to do just this. Equally you and your opponent could decide before your game that models can only pass from one side of a wall to the other if they walk around, or if there is a door, window, grate or similar handy opening.

The same is true of ascending and descending levels within a ruin. It's just as valid to assume that the combatants should be able to climb the few feet from one floor to the other, as it is to disallow models from climbing higher in a ruin that has no ladders. Just remember that the more involved your rules for ruins are, the longer the game can take.

Template and Blast Weapons

Multi-level ruins require certain conventions and clarifications to ensure that Template, Blast or Large Blast weapons behave in a consistent fashion, and to keep the game moving.

When firing Template, Blast or large Blast weapons at models in a ruin, it can be tricky to physically place the marker or template over the models in question. The best way to gauge which models are actually under the template is to simply hold the template above the entire ruin, and look down through it.

This is illustrated below.

Blast Weapons

When firing a weapon with the Blast or large Blast type into a ruin, declare which floor you are aiming at, and continue. Wounds can only be allocated to models on the stated level, starting with the closest model to the central hole of the blast template.

Other models in the target unit that are on different levels cannot have wounds from that shot allocated to them. If a Blast or large Blast weapon scatters, it can still only hit models on the level targeted, though this may be the corresponding level of a nearby ruin. If there is no corresponding level, it instead hits the highest level under the template, and can only wound models on that level. If the blast marker scatters to non-ruin, or open terrain, resolve as normal.

Barrage Weapons

Barrage weapons work by lobbing munitions high into the air, bringing death to the enemy from above. The advantage of these indirect fire weapons is that they can be used to engage targets ignoring the limitations of line of sight. The disadvantage is that they explode the moment they strike a structure, meaning warriors can shelter deep within a ruin.

Barrage weapons always strike the highest level that is under the hole in the centre of the marker.

Template Weapons

When targeting a unit that is in a ruin, the firing unit must declare which level is being targeted before placing the template. Template weapons (such as flamers) can only hit models under the template on a single level. This can be on the same level as the firer, or one level higher or lower.

A Jump model, Jet Pack model, Jetbike or Skimmer that fires a Template weapon at a unit in a ruin may target models on any single level of the ruin.

Multiple Blast and Template Weapons

If a unit is firing more than one Blast, Large Blast or Template weapon (in any combination), at different levels, you'Il need to resolve them one at a time to ensure Wounds are allocated to the correct level of the ruin. If all such weapons are firing at the same level, you can resolve them all together as normal.

Ruins and Assaults

Once an assault begins, both friendly and enemy models can end up scattered all over the ruin. For the sake of simplicity, the same principle described for unit coherency is used to determine which models are engaged in an assault. That is to say, distances between models on different levels are measured between the heads of the models on the lower level to the bases of the models on the upper levels. Therefore, a model is engaged in combat if it is in base contact with one or more enemy models, if it is within 2" of a friendly model in base contact with one or more enemy models on the same level or if it is within 6" of a friendly model in base contact with one or more enemy models on a different level.

In some cases, the ruin might genuinely be unstable or uneven or the space could be very limited on a particular level, making it impossible to move charging models into base contact with the unit they wish to charge. When this happens, it is perfectly acceptable to place models as close to their foe as possible, including the level below or above, providing that you make clear to your opponent which of your models are in base contact with his models. We find that directly below or above works well, representing them charging up or down a flight of stairs.

Forests, Jungles, and Woods

Forests: The Basics

Forests are always at least difficult terrain. They are usually also area terrain. Some units, such as jump units, also treat them as dangerous terrain under certain circumstances.

Cover Save

Models within a forest's boun dary benefit from a 5+ cover save. Similarly, if one or more models in a shooting unit have to trace their line of sight through a forest (because they're shooting at amodel beyond the forest) then the model being shot benefits from a 5 + cover save. This applies even if during the game you rearranged a forest's trees around a unit - you just need to remember where the boundaries of the forest are.

Mysterious Forests

Forests are mysterious terrain - they can conceal all kinds of exotic danger. As soon as a unit enters the forest, roll on the Mysterious Forest table below to determine what sort of forest it is. You should agree with your opponent at the beginning of the game whether all forests on the table will be of the same type (in which case roll once on the table the first time any unit enters a forest) or whether you will have a variety of forests on the table (in which case you should roll for each forest individually the first time any unit enters it).

  1. Nothing
  2. ;Brainleaf Fronds"If a unit is at least partially in a brainleaf frond forest at the start of its Shooting phase, it must take a Leadership test on 3D6 (even if locked in combat). If the test is failed, one randomly determined model in the unit inflicts D6 automatic hits on his unit as he is taken over by a brainleaf and lashes out. These hits are resolved at his own Strength, using any Melee weapons and special rules that would normally apply to hits he inflicts in close combat. These Wounds are allocated by the controlling player (one at a time) to any model in the unit with no cover saves allowed.
  3. ;Carnivorous Jungle:If a unit is in a carnivorous jungle at the start of their Shooting phase, it suffers D3 automatic hits resolve d at Strength 5, AP -. Wounds can only be allocated against models within the forest's boundary but can otherwise be allocated (one at a time) to any model chosen by the unit's controlling player. Cover saves cannot be taken against these wounds. Hits against vehicles are resolved against rear armour (those creepers get everywhere).
  4. ;Ironbark Forest:Cover saves granted by an ironbark forest are 3+, rather than 5+.
  5. ;Overgrown Spinethorn:Units in an overgrown spinethorn receive a 2+ cover save against Wounds, glancing and penetrating hits caused by grenades.The grenades of units who are within an overgrown

spinethorn) or whose charge move takes them through any part of an overgrown spinethorn, have no effect that phase.

  1. ;Razorwing Nest:If a unit rolls a 4+ on one or more dice when making a Difficult Terrain test for moving into or through a razorwing nest (during any phase) it suffers D6 Strength 3, AP - hits with the Rending special rule at the end of the move. Cover saves cannot be taken against these Wounds. Wounds can only be allocated to models within the forest's boundary, but can otherwise be allocated (one at a time) to any models chosen by the controlling player. Vehicles suffer hits against their rear armour.

Rivers, Lakes, and Pools

Rivers: The Basics

Rivers, lakes and pools are always at least difficult terrain. Some units, such as jump units, also treat rivers and lakes as dangerous terrain under certain circumstances. Of course, most rivers have at least one place at which they can be crossed, such as a bridge or a ford. Such crossing points are treated as open terrain.

Mysterious Rivers

Rivers are mysterious terrain - it might.look like its water, but in the 4l st Millennium, it almost certainly isn't. As soon as a unit enters the river, lake or pool, roll on the Mysterious River table below to determine what exactly they are wading through. You should agree with your opponent at the beginning of the game whether all rivers (and other water features) on the table will be of the same type (in which case roll once on the table the first time any unit enters a river) or whether you will have a variety of rivers on the table (in which case you should roll for each water feature individually the first time any unit enters it).

  1. Nothing
    Daemon Bile
    Any model that moves through Daemon bile immediately loses D3 Warp Charge points and cannot attempt to Deny the Witch until the start of its next turn.
  2. ;Hyperslime: Models within the hyperslime's boundary have the Feel No Pain special rule - however, a unit wishing to move out of the hyperslime, or shoot at any enemy, must first pass a Leadership test or find themselves unable to act. Falling back units do not need to pass a Leadership test - they keep running!
  3. ;Fireblood:Fireblood is dangerous terrain. Any vehicle Immobilised in fireblood is automatically Wrecked.
  4. ;Industrial Ooze: Models within the industrial ooze's boundary benefit from a 5+ cover save. However, any model that goes to ground in industrial ooze must pass a Toughness test or suffer a Wound with no armour saves or cover saves allowed.
  5. ;Iceblood: Iceblood is dangerous terrain. Any model that moves through or ends its move in iceblood can re-roll failed armour saves until the start of its following turn.

Battlefield Debris

=Battlefield Debris: The Basics

Unless otherwise noted, battlefield debris is difficult terrain, though elements of other types of terrain may also apply.

Ammunition Dump
Any model within 2" of an ammunition dump can re-roll failed To Hit rolls of 1 in the Shooting phase. If a model is in cover behind an ammunition dump, it has a 5+ cover save.
Barricades and Walls
If a model is in cover behind a barricade or wall, it has a 4+ cover save. For the purposes of charge moves, models that are both in base contact with a barricade and within 2" of each other are treated as being in base contact. Despite the models on either side not literally being in base contact, the combatants fight nonetheless.
Comms Relay
Any player with an unengaged model within 2" of a comms relayc an re-roll Reserves rolls. If a model is in cover behind a comms relay, it has a 5+ cover save.
Defense Lines
Defence lines follow all the same rules for barricades and walls except that a unit that decides to Go to Ground behind a defence line gains+2 to its cover save, rather than +1
Fuel Reserve
If a model is in cover behind a fuel reserve, it has a 5+ cover save. However, each time a model successfully makes this cover save, immediately roll a D6. On a roll of 1, the barrel explodes:centre the large blast marker over the model that made the save - units suffer a number of Strength 3, AP - hits equal to the number of models from their unit that are at least partially under the template.
Gun Emplacement
One model in base contact with the gun emplacement can fire it instead of his own weapon, following the normal rules for shooting. The type of weapon on the gun emplacement depends on the model that you're using to represent it - some shooting weapon profiles can be found starting on page XX. If a model is in cover behind a gun emplacement, it has a 4+ cover save. The gun emplacement can be shot at and attacked in close combat. It is hit automatically in close combat and has the following profile:
Impact Crater
Impact craters are area terrain. If a model is in cover within an impact crater, it has a 5+ cover save.
Imperial Statuary
Models from the armies of the Imperium (Imperial Guard, Sisters of Battle, and all Chapters of Space Marines) are Fearless whilst within 2" of Imperial statuary.If a model is in cover behind Imperial statuary, it has a 3+ cover save.
Ridgeline/Hill Crests
Ridgelines and hill crests should normally be treated as open ground (unless they're particularly severely sloped, in which case they might be difficult or even dangerous terrain). If a model is in cover behind a ridgeline or hill crest, it has a 4+ cover save.
Shield Generators
Shield generators come in groups of two or more - it's not the generator itself that blocks shots and movement - it's the zone in between. If two shield generators are within 6" of each other, the direct line between them is treated as a shield barrier. A shield barrier is impassible terrain the height of the shield generators. Wounds caused by shooting attacks that pass through a shield barrier or shield generator benefit from a 3+ invulnerable save.
Shrine to Chaos
Chaos Space Marines and models with the Daemon special rule can re-roll failed invulnerable saves whilst they remain within 2" of a Shrine to Chaos. If a model is in cover behind a shrine to chaos, it has a 4+ cover save.
Tangelwire
Tanglewire is dangerous terrain. If a model is in cover behind tanglewire, it has a 6+ cover save.
Tank Traps
Tank traps are impassable terrain to non-skimmer vehicles, dangerous terrain to bikes, and open ground for all other units.
If a model is in cover behind a tank ftap, it has a 4+ cover save.
Trench Lines
Trench lines are difficult terrain. If a model in a trench line is in cover, it has a 4+ cover save.
Wild Undergrowth
Wild undergrowth is difficult terrain. If a model is in cover behind wild undergrowth, it has a 5 + cover save.
Wreckage/Rubble
Wreckage and rubble are area terrain. If a model is in cover behind wreckage or rubble, it has a 4+ cover save.

Archaeotech Artifacts

Impassably Mysterious

Archeotech artefacts are impassable and mysterious terrain.

Unlike other mysterious terrain, an archeotech artefact is triggered when a model ends its move within 2" of it - roll on the Archeotech Artefact table to determine what is found.

Archaeotech Artifact Table

  1. N/A
    Virus Outbreak
    The unit that triggered the artefact must pass a Toughness test, or sulfer 1 wound (using Random Allocation, but with no armour or cover saves allowed) for each point by which it fails (a roll of 6 is always counted as failing by at least l). lf this causes one or more casualties, every other unit within 12" of such a casualty must take a Toughness test or suffer casualties as described above. After this, the virus burns out and has no further effect.
    Holy Relic
    This artefact is hereafter treated as an objective - at the end of the game, the player that controls it receives 2 Victory Points. More information on objectives can be found on page XX. If the mission does not use Victory Points, there is no benefit to claiming the holy relic.
    Alien Corpse
    This result has no effect.
    Booby Trap
    The unit that triggers a booby trap immediately suffers D6 Strength 5, Ap - hits (vehicles suffer hits on their rear armour). Wounds are allocated as for shooting.
    Timeflow Stabiliser
    Once the artefact is triggered, it is active for the rest of the game. All models within 6" of the artefact have Initiative 10.
    Ethereal Dust
    This result has no effect.
    Force Dome Generator
    Once the artefact is triggered, it is active for the rest of the game. All models within 6" of the artefact have a 4+ invulnerable save.
    Psychnueuin Hive
    Immediately when the artefact is triggered, all Psykers on the battlefield suffer D3 Strength 3, AP 2 hits - roll separately for each Psyker. Always resolve these hits against the Psyker's Toughness (even if he's in a unit with a different majority Toughness) and resolve any Wounds against the Psyker.
    Unpleasant Slime
    This result has no effect.
    Degenerative Terraforming Node
    Once the artefact is triggered, it is active for the rest of the game. All terrain and open ground within 6" becomes difficult and dangerous terrain.
    Sunkiller Engine
    The Night Fighting special rules come into play immediately when the artefact is triggered, and lasts until the end of the following turn.

UNIQUE TERRAIN

Spiker Plant

Spikerp lants are impassable terrain. A unit ending its move within 6" of a spiker plant immediately suffers D6 Strength 3, AP - hits. Wounds are allocated as for shooting. If this Attack causes a model to be removed as a casualry, roll a further D6. On a roll of 6, place another spiker plant in the victim's place.

Psychic Shield Generator

Ary Psyker within 2" of a psionic shield generator at the end of his Movement phase can expend any number of Warp Charge points, up to their maximum. However, for each Warp Charge point expended, the Psyker must immediately roll a D6 - he suffers the Perils of the Warp for each 6 rolled.

If a Psyker expends any Warp Charge points in this way, he and his unit receive a bonus to their cover save equal to the number of Warp Charge points expended (to a maximum cover save of 2+). This bonus lasts until the start of the Psyker's next turn.

CHOOSING YOUR ARMY

Force Organization Chart

Shown on the right is the standard Force Organisation chart for the Eternal War missions that are presented later in this volume. It is split into three sections: primary detachment, allied detachment and fortification.

Primary Detachments

This section of the Force Organisation chart is reproduced in many codexes and is integral to building an army. It dictates the units you can take in the main body of your army. All of the units in your primary detachment must be chosen from the same codex. Furthermore, your Warlord must be chosen from your primary detachment (see page XX).

One box on the chart allows you to make one selection from that part of your army list in the relevant codex. Dark boxes are compulsory selections. As you can see, you have to take at least one HQ selection and two troops selections. These compulsory choices ensure that whatever else you select, your force will have a core within it that is representative of that army. This is rarely a disadvantage and many players often use the maximum number of troops selections. Sometimes a single choice on the Force Organisation chart will allow you to select more than one unit. This will always be explained in the appropriate codex, so be sure to read it carefully.

Dedicated Transports

Dedicated Transports sit outside the Force Organisation structure, as they are attached to the unit they are bought for. When this distinction is called for, Dedicated Transports count as being from the same Force Organisation category as the unit they were bought for. Therefore, a Rhino bought for a Space Marine Tactical Squad (troops) counts as a unit of troops, but one bought for a unit of Space Marine Sternguard Veteran Squad (elites), counts as elites.

Partial Force Organization Charts

If your codex contains the primary detachment section of the Force Organisation chart, the allied detachment and fortification sections will not be present, as individual codexes do not contain rules for allied units or fortifications. If this is the case, it doesn't mean you can't use these elements of the chart, simply refer to the version presented here.

Allied Detachments

If you wish, your army can include one allied detachment for each primary detachment in your army (normally one, but if you're playing a larger game this might be two). As with the primary detachment, all units in the allied detachment must be chosen from the same codex, and this must be a different codex to the one used for the primary detachment.

As with the primary detachment, this section is split into a number of dark and light boxes, where dark boxes are compulsory selections, and light boxes are optional. An allied detachment will therefore always have one HQ selection and at least one troops selection.

Bear in mind that some combinations of armies and allies are more effective (and more eagerly entered into) than others - this is covered in detail later in the section (see page XX).

Fortification

This section of the Force Organisation chart represents purpose-built, battlefield defences. They might not be things your army has constructed itself - it's more likely that they're emplacements that have been captured and secured just before the start of the battle

Bigger Games

As your collection of miniatures grows, the urge to use them all at once will become hard to resist. Above a total of 1,999 points, the Force Organisation chart becomes a very limiting factor.

This being the case, if you're playing a game of 2,000 points or more, you can take an additional primary detachment.

This gives you access to up to six choices each from elites, fast attack and heavy support, up to four HCf choices, a massive potential of up to twelve troops choices, an additional allied detachment and an additional fortification. In this case, your Warlord can be from either of the primary detachments in your army. As stated earlier, taking an extra primary detachment allows you to take an additional allied detachment (which must be from the same codex as your other allied detachment). All primary detachments must be taken from the same codex.

Non-Standard Missions

Some missions, such as those presented in Planetstrike and other Warhammer 40,000 supplements, use different Force Organisation charts. Where this is the case, ally alterations or substitutions will be explained there.

Special Characters

The 4lst Millennium is filled with famous characters renowned as legendary heroes or infamous villains - these unique individuals, who stand out from normal characters because they have a personal name and not just a title, are called 'special characters' Special characters are highly skilled and dangerous heroes who have incredible traits or skills that make them particularly valuable to an army.

For example, Commissar Yarrick is without doubt the most respected Imperial Guard Commissar in the entire Imperium, his inspiring presence securing the world of Armageddon against two massive Ork invasions within the space of fifty years. An army led by him can expect great benefits in terms of morale and leadership.

On the other hand, Kharn the Betrayer, an Exalted Champion of the Blood God, is a mad slaughterer of men, with no thought for anything other than personal combat (at which, it must be granted, he excels).

Unique

Each special character is unique, so a player cannot include multiples of the same special character in an army.

Warlord Traits

Special characters roll for Warlord traits as normal, unless their profile specifically notes that they have a fixed Warlord trait.

THE WARLORD

Your Warlord is a potent force upon the battlefield. Not only is he a mighty hero, with all the skills and renown you might expect, over the course of a long career, he will also have picked up one or more specialised abilities, which we refer to as 'traits'.

Warlord Traits

To determine which trait your Warlord has, you need choose which table to roll on at the start of the game. You may select a single trait from the table (see page XX). Sometimes, a codex will present an alternative Warlord Traits table that you can choose to roll on instead.

  • Command Traits affect an area immediately surrounding your Warlord, representing the orders he issues to the units around him during the thick of battle.
  • Personal Traits represent specific combat skills that your Warlord possesses. He can influence those fighting alongside him as he leads by example.
  • Strategic Traits are skills that affect your entire army, representing tricks or gambits your Warlord sets in motion long before the battle begins.

Allies

Unforeseen alliances happen all the time in the murky world of Warhammer 40,000. The Eldar might assist the Tau in destroying a Tyranid invasion, knowing that if they don't, the vassals of the Hive Mind will destroy a Craftworld. An Imperial Guard general might hire Orks of the Bloodaxe clan, little realising that his Chaos Space Marine enemies have already struck a similar arrangement with the selfsame greenskins. The possibilities are endless! From a gaming point of view, taking allies in your army opens up entirely new tactical possibilities, making your already formidable force even more so.

Levels of Alliance

Of course, in the grim darkness of the far future (where there is only war), it's a sad fact that very few armies trust one another entirely - if at all. A labyrinthine history of grudges, wars, campaigns and betrayals (intentional or otherwise) have the potential to sour all but the closest alliances - and that's to say nothing of the deep and abiding hatred some armies feel for others. To represent this, we have several categories of alliances, each of which imposes certain effects on the game. The Allies Matrix shows the levels of potential alliance between each army.

Battle Brothers

Battle Brothers are treated as 'friendly units' from all points of view. This means, for example, that Battle Brothers:

  • Can be joined by allied Independent Characters.
  • Are counted as being friendly units for the targeting of psychic powers or abilities and so on.
  • However, note that not even Battle Brothers can embark in allied transport vehicles.

Allies of Convenience

Units in your army treat Allies of Convenience as enemy units that cannot be charged, shot, targeted with psychic powers or have templates or blast markers placed over them.

However, if a psychic power, scattering Blast weapon or other ability that affects an area hits some of these Allies of Convenience, they will be affected along with any friendly or enemy units. This means that, for example, Allies of Convenience units:

  • Can't benefit from the Warlord Trait of an allied character.
  • Cannot be joined by allied Independent Characters.
  • Are not counted as friendly units for the targeting of psychic powers.

Desperate Allies

Desperate Allies are treated exactly like Allies of Convenience. Furthermore, if your primary detachment is in a desperate alliance, units from that allied detachment are nonscoring, non-denial units. In addition, the One Eye Open special rule applies.

One Eye Open

At the start of each of your Movement phases, each of your units within 6" of a Desperate Ally unit must roll a D6 - on a roll of a 1, that unit cannot move, shoot, run or assault that turn (they're too busy watching for betrayal).

Come the Apocalypse, but not before

Simply put, this kind of alliance cannot occur - there's too much bad blood between these two armies. You'll have to look elsewhere for aid.

Fortifications

You can take a single fortification for each primary detachment in your force. If you have more than one fortification, you can take multiples of the same type, or have entirely different types - it's up to you. All fortifications have a datasheet that contains all the information you'll need to use them in your games.

Points Value
This is the points value of the fortification and its basic weapons (if it has any).
Composition
This tells you what terrain pieces the fortification consists of. Most are simply a single building or weapon, but others consist of several different terrain pieces.
Terrain Type
This tells you what part of the terrain rules you'll need to refer to when using your fortification. This can be anything from a line of barricades to a large building.
Access and Fire Points
If the fortification is a building, any Access Points or Fire Points it has will be listed here.
Weapons
If your fortification has weapons as part of its basic composition, they will be listed here. Note that many fortifications can purchase extra weapons at additional cost.
Options
This section lists any additional weapons, wargear or upgrades the fortification can have, and the points cost of each.
Weapon Profiles
Here you'll find the profiles for any of the weapons that the fortification can have. It includes both the standard and optional weapons.

FIGHTING A BATTLE

This section presents the Eternal War missions: scenarios where the armies are of roughly the same size and the situation gives neither side a particular advantage. As a result, it is not necessary to know what Eternal War mission you will be playing before selecting an army, only the agreed points value of the two battling armies. Once you know that, and you have selected your force, simply turn up and play.

Each Eternal War mission contains the information you need to get set up and playing.This information is broken down into the following categories: The Armies, The Mission, The Battlefield, Deployment, First Turn, Game Length, Victory Conditions and Mission Special Rules.

The Mission

There are two ways that you can choose which Eternal War mission to use. The first is to agree with your opponent which Eternal War mission to play. The second is to pick randomly, by rolling a D6 and consulting the following chart:

The Battlefield

Table Halves

In Eternal War missions, the board is divided into two equal halves across its length (Dawn of War), its width (Hammer and Anvil) or its diagonal (Vanguard Strike). The method used to divide the board in half will determine the shape of the players' deployment zones (see deployment maps on page XX).You and your opponent can either agree on which of these three methods you will use to divide the board, or you can pick one randomly by rolling a D3 and consulting the following chart:

Deployment Map: Dawn of War

If you are using Dawn of \ilar deployment zones the board is divided into two equal halves across its length.

For Dawn of War, a player's board edge is the long board edge touching his own deployment zone.

Deployment Map: Hammer and Anvil

If you are using Hammer and Anvil deployment zones) the board is divided into two equal halves across its width.

For Hammer and Anvil, a player's board edge is the short board edge touching his own deployment zone.

Deployment Map: Vanguard Strike

If you are using Vanguard Strike deployment zones) the board is divided into two equal halves across its diagonal. Agree with your opponent which diagonal you will play across, or randomise to decide.

For Vanguard Strike, a player's board edge is the long board edge touching his own deployment zone

Set Up Fortifications

Next, players must place any fortifications they have in their armies before placing any other terrain. If both players have one or more fortifications then take it in turns to deploy them, starting with the player who chose table halves. Fortifications must be set up wholly within the owning player's table half and not within 3" of another fortification. Fortifications count against the terrain density limit (discussed later) of the 2' by 2' areain which the majority of the fortification lies.

Set Up Terrain

Next, the players must set up the terrain for the battle. There are two ways you can go about this - narrative or alternating.

Battlefield Size

This section assumes that you are playing on a battlefield that can be divided equally into 2' by 2' sections. If your battlefield is of a size that cannot be thus divided, then instead divide it into a number of equal sections as close to 2' by 2' as possible.

Narrative Terrain

If you're using this method, you and your opponent can set the terrain up in any mutually agreeable manner in order to create a fantastic-looking and evocative battlefield.

As you set up the scenery for your battle, try to make it look as much like a real battlefield as possible. A game is always better if you're telling a story, and the ground over which you fight is only slightly less important than the armies fighting over it.

Alternating Terrain

If you and your opponent can't agree on a narrative to help you set up the terrain, you should use this method instead.

  1. Pool all the terrain pieces you have available, and that you wish to use in this game. The only exceptions to this are fortifications that have been purchased as part of a player's army - these will already have been deployed.
  2. Determine how many pieces of terrain can go into each 2' by 2' area of game board by rolling a D3 for each. This is known as the terrain density limit.
  3. Once each area's terrain density limit is known, take it in turns, starring with the player who chose table halves, to deploy a piece of terrain. Each 'piece' of terrain should be a single substantial element (such as a building, forest or ruin) or a cluster of up to three smaller pieces of terrain (such as battlefield debris). Terrain can be placed anywhere on the board where it is more than 3" from other terrain.
  4. Players can keep placing terrain until they decide to stop, or they reach the maximum terrain density limit for all of the 2' by 2' areas on the table, or there are no terrain pieces left to place. If a terrain piece is placed so that it straddles more than one 2' by 2' area, it counts towards the terrain density limit in the area in which the majority of the terrain piece lies. If one player chooses to stop placing terrain, their opponent is free to keep on placing terrain until they decide to stop, reach the terrain density limit or run out of terrain pieces in their collection.
  5. After all terrain has been placed, players may wish to move or shuffle terrain around a bit in order to make a more aesthetically pleasing battlefield. tf both players agree, you should move any terrain you wish in order to create the best looking board possible.

Place Objective Markers

Many of the Eternal War missions require the players to place objectives. An objective is usually a point on the battlefield of particular importance to one or both of the armies. These points are designated by using objective markers, coins or other counters around 1 to 2 inches in diameter. If objectives need to be set up, the mission in question will contain details on how many need to placed and any special instructions for how to place them on the battlefield.

Unless instructed otherwise in the mission, starting with the player who chose their table half first, take it in turns to set up objectives according to the following rules:

  • No objective can be placed within 6" of any battlefield edge or within 12" of another objective.
  • No objective can be placed in, or on, impassible terrain, buildings or fortifi cations.

If there are a lot of objectives, or a lot of terrain, you may sometimes find that the last few are impossible to place using the above rules. When this occurs, simply nudge the other objectives by the smallest distance necessary to allow the last ones to be placed.

Deployment

Determine Warlord Traits

Before either player deploys, they much first each determine their Warlord Traits, if they haven't done so already (see page XX). This is done now because the Warlord Traits could grant special deployment rules to part of a player's force that may affect a player's subsequent deployment of their forces.

Deploy Forces

Armies are placed within the owning player's deployment zone. In Eternal War missions, a player's deployment zone is defined as anywhere in their own table half that is more than 12" from the central line dividing the board into two equal halves. Roll-off to see which player chooses whether to deploy first or second. The player that goes first then places his entire army on the table in his deployment zone. His opponent then deploys his entire army in the opposite deployment zone. Units cannot deploy in impassible terrain unless they are normally allowed to move over impassible terrain and can physically fit within it. Units can never deploy in lethal terrain.

Deploying within a Fortification

Any friendly unit can deploy within one of their army's fortifications, as long as it is also a building and wholly within their own deployment zone. If a fortification is deployed within 12" of the central line, only friendly units that have the Infiltrate or Scouts special rule can (re)deploy within the building, regardless of the proximity of enemy units.

Units can never deploy inside an enemy fortification, nor can they use pre-game abilities (like Scout redeployment) to embark in enemy fortifications before the first turn begins.

Once the game begins, units are free to move into or out of any fortifications, friendly or enemy, following the normal rules.

Deploying Transport Vehicles

Units can be deployed in Transport vehicles if you wish - simply declare to your opponent which units are embarked where as part of your deployment. However, if a unit is a Dedicated Transport, only the unit it was selected with (plus any Independent Characters that have joined the unit) can deploy within it. After the game begins, other units can embark and disembark as normal (see page XX).

Deploying Infiltrators and Redeploying Scouts

The sequence for Infiltrators and Scouts is the same in all Eternal War missions. First, both players deploy their forces (apart from any units left kept as Reserves or that chose to use their Infiltrate special rule). When both players have deployed their main force, then they deploy their Infiltrators (as described on page XX). Finally, they can redeploy units with the Scouts special rule (see page XX).

For the purposes of deploying Infiltrators and redeploying Scouts, an enemy fonification is only considered to be an enemy unit if it is occupied at the time of the redeployment.

Deploying Multiple Unit Choices

Note that, occasionally, a codex will allow a player to include several units in his army at the cost of a single force organisation slot (like Imperial Guard Infantry Platoons, etc.). Apart from being bought as a single choice, these units operate and count as separate units in all respects.

FIRST TURN

Sieze the Initiative!

If a player who is due to go second wishes to Seize the Initiative, he can roll a D6 before the beginning of the first turn. On a roll of a 6, he successfully seizes the initiative and goes first instead. His army has clearly outwitted that of his opponent!

Game Length

Variable Game Length

At the end of game turn 5, one of the players must roll a D6. On a roll of 3+ the game continues, otherwise the game is over, If another turn is played, another D6 must be rolled at the end of game turn 6, and this time, the game only continues on a roll of 4 +. The battle automatically ends at the close of game turn 7.

Victory Conditions

In the Eternal War missions, each army is seeking to accrue more Victory Points than the opposing force. Victory Points are acquired by securing Primary and Secondary Objectives, and the winner is the army with the most Victory Points at the end of the game. Indeed, if the winner has twice the Victory Points of his opponent, it can be considered a crushing victory! If both armies have the same number of Victory Points, the game is a tactical draw. If one player concedes the battle, or his entire army is wiped out, the game ends and a crushing victory goes to his opponent. Likewise, if at the end of any game turn, one player has no models on the battlefield, his opponent automatically wins.

Objectives

To determine the number of Victory Points an army has earned, we use mission objectives. These are the goals your army will have to achieve, and they thus dictate the tactics that you'll have to employ during the battle. The number and types of mission objectives vary from mission to mission. There are two types of objective: Primary and Secondary.

Primary Objectives

Primary Objectives define your army's main goal on the battlefield. This usually involves capturing the objectives in question - by controlling one or more vital sites or simply destroying parts of your enemy's force. Whatever Primary Objectives are used in a mission, both sides share it. The mission itself will tell you how to determine your Primary Objectives.

Secondary Objectives

Secondary Objectives are less important than Primary Objectives, but can still mean the difference between victory and defeat. All Eternal War missions have three Secondary Objectives shared by both players: Slay the Warlord, First Blood and Linebreaker.

Slay the Warlord
If, at the end of the game, the enemy's Warlord has been slain, you score 1 Victory Point. If the mission being played is Purge the Alien, then the enemy Warlord will, therefore, be worth 2 Victory Points in total.
First Blood
The first unit, of any kind, to be removed as a casualty during the game is worth 1 Victory Point to the opposing player at the end of the game.
If the mission being played is Purge the Alien, then this unit will therefore be worth 2 Victory Points in total. If the mission being played is Big Guns Never Tire, and the destroyed unit was a Heavy Support unit, it will, therefore, be worth 2 Victory Points in total. If the mission being played is The Scouring, and the destroyed unit was a Fast Attack unit, it will, therefore, be worth 2 Victory Points in total. If two or more units from opposing forces are removed simultaneously (for example, at the same Initiative step in an Assault phase) then both players get 1 Victory Point (in addition to any Victory Points from the mission).
Linebreaker
If, at the end of the game, you have at least one model from one or more scoring or denial units in the enemy's deployment zone,you score 1 victory Point. Units that are falling back or that have gone to ground do not count.
Controlling Objectives

You control an objective if there is at least one model from one of your scoring units, and no models from enemy denial units, within 3" of it. As different objectives vary in shape and size, it is important to agree at the beginning of the game exactly from where this distance will be measured.

A unit can only control one objective at a time. If a unit moves into a position where it could control two objectives, you must make it clear to your opponent which obiective the unit is controlling.

Scoring Units

The concept of scoring units is central to several of the Eternal War missions, which are won or lost by controlling more objectives than the enemy at the end of the game (see those missions victory conditions), and only scoring units can do that. During a military campaign, the most powerful and specialised units assault the objectives and take them. They then forge ahead to the next objective, engaging the enemy with lightning fast attacks and irresistible armoured advances. It is left to the grunts, the squads which make up the bulk of any fighting force, to dig in and consolidate any territorial gains, securing the objectives from any enemy counter-attack.

An army's scoring units are normally all the units that come from the Troops selection of the Force Organisation chart - the main exceptions are in the Big Guns Never Tire mission (see page XX) and the The Scouring mission (see page XX).The presence of other units within 3" of an objective may deny an objective to the enemy, but only troops can control it.

There are a few exceptions, however, when a unit of troops does not count as a scoring unit:

  • If it is a vehicle, or is a unit currently embarked on a Transport vehicle, or is occupying a building.
  • If it has the Swarms special rule.
  • If it has a special rule specifying that it never counts as a scoring unlt.
  • If it is currently falling back (if the unit Regroups it immediately reverts to being a scoring unit again).
Denial Units

Denial units are those squads that can prevent an enemy from controlling an objective. In the Eternal War missions, all units (including troops) are denial units, save for a few exceptions given below:

  • If it is a vehicle, or is a unit currently embarked on a transport vehicle, or is occupying a building.
  • If it has a special rule specifying that it never counts as a denial unit. (Swarms do count as denial units)
  • If it is currently falling back (if the unit Regroups it immediately reverts to being a denial unit again).

MISSION SPECIAL RULES

Nightfighting

If a mission has the Night Fighting special rule, roll a D6 before deployment: on a roll of 4+,the Night Fighting special rule is in effect during game turn 1. If the Night Fighting rules did not take effect during game turn 1, roll a D6 at the start of Game Turn 5, On a roll of 4+, the Night Fighting rules are used for the rest of the game. On a roll of 3 or less, you must roll again at the start of every subsequent game turn - as soon as a roll of 4+ is rolled, the Night Fighting rules come into play for the rest of the game.

Picking a Target and Night Fighting

While the Night Fighting rules are in effect, the distance to a target unit becomes very important - the darkness makes it very difficult to acquire distant targets. The shooting unit cannot pick a target more than 36" away - such units are completely hidden in the darkness. Units between 24" and 36" inches away are treated as having the Shrouded special rule. Units between 12" and up to 24" away are instead treated as having the Stealth special rule. Units less than 12" away can be shot at normally. If a shooting attack scatters, the distance from the firing unit to the original target is used to determine what effect Night Fighting has. This means that a unit that is over 36" away can still potentially be hit.

Reserves

Reserves are forces that can be called upon to reinforce a battle at short notice, or to conceal your true strength frorn the foe.

Preparing reserves

When deploying their armies, players can choose not to deploy up to half of their units (rounding up) keeping them as Reserves to arrive later. Units that must start the game in reserve are ignored for the purposes of working out how many other units may do so. A unit and its Dedicated Transport are counted as a single unit for these purposes. Independent Characters are also counted as a single unit regardless of whether they have joined another unit or not. During deployment, when declaring which units are kept as Reserves, the player must clearly explain the organisation of his Reserves to the opponent.

First, he must specify to the opponent if any of his Independent Characters left in reserve are joining a unit, in which case they will arrive together. Similarly, the player must specify if any units in reserve are embarked upon any Transport vehicles in reserve, in which case they will arrive together.

Arriving from Reserve

At the start of your Turn Two, you must roll a D6 for each unit being held in reserve - these are known as Reserve Rolls. If the roll is a 3 or more, that unit arrives this turn. If the roll is less than 3 it remains in reserve and is rolled for again next turn. At the start of your Turn Three, roll for any units remaining in reserve. If the roll is a 3 or more, that unit arrives this turn. If the roll is less than 3, it remains in reserve and automatically arrives at the start of Turn Four.

Some special rules can modify the roll required for a unit to arrive from reserve. Regardless of the modifier(s), a natural roll of a 1 always means that the unit in question remains in reserve.

If an Independent Character has joined a unit in reserve, it cannot leave the unit whilst in reserve, and it cannot choose to leave the unit on the turn it arrives from reserve.

  • When rolling to see when they arrive from reserve, roll a single dice for both the Independent Character and its unit.

When Reserves arrive, the player picks any one of the units arriving and deploys it, moving it onto the table as described below. Then he picks another unit and deploys it, and so on until all arriving units are on the table. The player can then proceed to move his other units as normal.

When a Reserves unit arrives, it must move fully onto the table from the controlling player's own table edge (maps and diagrams illustrating table edges for the different deployment methods are shown on page XX). Models that are arriving by Deep strike or Outflank deploy using their special rules (see page XX).

Each model's move is measured from the edge of the battlefield, as if they had been positioned just off the board in the previous turn and moved as normal. This means it is incorrect to place a model on the board touching the edge and then move it - this would mean it moved too far, especially in the case of large vehicles. If for some reason a model's maximum move is insufficient to fit the entire model onto the board, or it becomes Immobilised itself whilst moving onto the board, place the model so that its rear end is touching the board edge - the model cannot move further during the Movement phase, nor may it shoot, Run or move Flat Out.

If a unit has a special rule forcing it to move in a specific direction or that could stop it from moving, the rule is ignored in the phase when it arrives from reserve.

Certain rare units are permanently immobile. If a unit like this cannot be deployed, or the player decides to keep it in reserve, it enters the game by Deep Strike. This represents the immobile unit being airdropped, teleported or otherwise deposited onto the battlefield.

Unless stated otherwise, a unit cannot charge, or use any abilities or special rules that must be used at the start of the turn, in the turn it arrives from reserve.

Ongoing Reserves

If a unit enters reserve part way through the game, such as a Flyer leaving the battlefield, this is referred to as entering Ongoing Reserves. Units in Ongoing Reserve always re-enter play at the start of their controlling player's following turn, but otherwise follow the normal rules for Reserves. If a unit is in Ongoing Reserve when the game ends, it awards Victory Points as if it had been destroyed.

Mysterious Objectives

In missions with the Mysterious Objectives mission special rule, the objectives that the armies are attempting to control confer special abilities or particular effects or onto the unit that controls them.

Identifying Objectives

When using Mysterious Objectives, any unit that moves within 3" of an objective, or it is within 3" at the start of the first turn, must identify the nature of it. To do so, the identifying unit's controlling player must roll a D6 and consult the table on the right. Alternatively, if you've a set of Battlefield Objective dice, you can simply roll one of these and place it next to the objective, referring to the symbol to tell you the type.

Note that, while any unit can identify the nature of an objective, it is only scoring units that can make use of it.

If there is more than one scoring unit within range of an objective, the unit with the closest model is considered to be 'in control' for the purposes of the rules discussed below. If two or more units are an equal distance frorn the objective, randomise to see which is in control. D6 Result

  1. Sabotaged!
    At the end of the turn in which the objective was identified, and at the end of every turn thereafter, roll a D6. On a roll of 1, the objective explodes. Centre the large blast template over the objective. Units suffer a number of Strength 4, AP - hits equal to the number of models from their unit that are at least partially under the template. This explosion does not destroy the objective, nor does it prevent further explosions occurring in later turns.
    Nothing of Note
    This has no additional affect.
    Skyfire Nexus
    A unit that controls this objective can choose whether or not all of the models in it have the Skyfire special rule each time they shoot.
    Targeting Relay
    A unit controlling this objective re-rolls failed To Hit rolls of 1 when shooting.
    Scatterfield
    A unit that controls this objective counts its cover saves as being I point better than normal (so a unit in the open would have, a 6+ cover save). This bonus is cumulative with the Stealth and Shrouded special rules.
    Grav Wave Generator
    Any unit attempting to charge a unit in control of this objective halves its charge range.

MISSIONS

1. CRUSADE

The Armies

Choose armies as described on page XX.

The Battlefield

Next, determine your Deployment Map (see page XX) and then set-up terrain and objectives (see page XX).

Place Primary Objectives

After setting up the terrain, the players take it in turns to place a total of D3+2 Primary Objectives (see page XX).

Deployment

Before deploying their forces, players should first roll for their Warlord Traits (see page XX) and then deploy as on page XX.

First Turn

The player who deployed his army first, goes first unless his opponent can Seize the Initiative (see page XX).

Game Length

This mission uses Variable Game Length (see page XX).

Victory Conditions

At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw

Primary Objectives

At the end of the game, each Primary Objective is worth 3 Victory Points to the player that controls it.

Secondary Objectives

Slay the Warlord, First Blood, Linebreaker.

Mission Special Rules

Night Fighting, Mysterious Objectives, Reserves.

2. PURGE THE ALIEN

The Armies

Choose armies as described on page XX.

The Battlefield

Next, determine your Deployment Map (see page XX) and then set-up terrain and objectives (see page XX).

Deployment

Before deploying their forces, players should first roll for their Warlord Traits (see page XX) and then deploy as on page XX.

First Turn

The player who deployed his army first, goes first unless his opponent can Seize the Initiative (see page XX).

Game Length

This mission uses Variable Game Length (see page XX).

Victory Conditions

At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw

Primary Objectives

At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are falling back at the end of the game,and units that are not on the board at the end of the game,count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

Secondary Objectives

Slay the Warlord, First Blood, Linebreaker.

Mission Special Rules

Night Fighting, Reserves.

3. Big Guns Never Tire

The Armies

Choose armies as described on page XX.

The Battlefield

Next, determine your Deployment Map (see page XX) and then set-up terrain and objectives (see page XX).

Place Primary Objectives

After setting up the terrain, the players take it in turns to place a total of D3+2 Primary Objectives (see page XX).

Deployment

Before deploying their forces, players should first roll for their Warlord Traits (see page XX) and then deploy as on page XX.

First Turn

The player who deployed his army first, goes first unless his opponent can Seize the Initiative (see page XX).

Game Length

This mission uses Variable Game Length (see page XX).

Victory Conditions

At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw

Primary Objectives

At the end of the game, each Primary Objective is worth 3 Victory Points to the player that captures it. In addition, at the end of the game, each player receives 1 Victory Point for each enemy heavy support unit that has been completely destroyed. Units that are falling back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission.

Secondary Objectives

Slay the Warlord, First Blood, Linebreaker.

Mission Special Rules

Night Fighting, Mysterious Objectives, Reserves.

Heavy Metal
Unlike other missions, in Big Guns Never Tire, your heavy support units are scoring units, not just your troops units. In fact, in Big Guns Never Tire, even your vehicles are scoring units, provided they are also heavy support units and they are not Immobilised!

4. THE SCOURING

The Armies

Choose armies as described on page XX.

The Battlefield

Next, determine your Deployment Map (see page XX) and then set-up terrain and objectives (see page XX).

Place Primary Objectives

After setting up the terrain, the players take it in turns to place a total of 6 primary Objective markers face down on the table (don't look!). There should be one marked with a 4, two marked with 3's, two with 2's and a single 1. Immediately before deciding whether or not to attempt to Seize the Initiative, flip the six markers over to reveal how many Victory Points they are worth.

Deployment

Before deploying their forces, players should first roll for their Warlord Traits (see page XX) and then deploy as on page XX.

First Turn

The player who deployed his army first, goes first unless his opponent can Seize the Initiative (see page XX).

Game Length

This mission uses Variable Game Length (see page XX).

Victory Conditions

At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw

Primary Objectives

At the end of the game, each Primary Objective is worth a number of Victory Points to the player that captures it equal to the number on the marker. In addition, at the end of the game; each player receives 1 Victory Point for each enemy fast attack unit that has been completely destroyed. Units that are falling back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission.

Secondary Objectives

Slay the Warlord, First Blood, Linebreaker.

Mission Special Rules

Night Fighting, Mysterious Objectives, Reserves.

Fast Recon
Unlike other missions, in The Scouring, your fast attack units are scoring units, not just your troops units. In fact, in The Scouring, even your vehicles are scoring units, if they are also fast attack units and are not Immobilised!

5. THE EMPEROR’S WILL

The Armies

Choose armies as described on page XX.

The Battlefield

Next, determine your Deployment Map (see page XX) and then set-up terrain and objectives (see page XX).

Place Primary Objectives

After setting up terrain, the players take it in turns to place a single Primary Objective marker in their own table half. Normal restrictions for placing markers apply (pg XX).

Deployment

Before deploying their forces, players should first roll for their Warlord Traits (see page XX) and then deploy as on page XX.

First Turn

The player who deployed his army first, goes first unless his opponent can Seize the Initiative (see page XX).

Game Length

This mission uses Variable Game Length (see page XX).

Victory Conditions

At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw

Primary Objectives

At the end of the game, each Primary Objective is worth 3 Victory Points to the player that captures it.

Secondary Objectives

Slay the Warlord, First Blood, Linebreaker.

Mission Special Rules

Night Fighting, Mysterious Objectives, Reserves.

6. THE RELIC

The Armies

Choose armies as described on page XX.

The Battlefield

Next, determine your Deployment Map as described on page XX. Before placing terrain, place a counter ot coin in the centre of the battlefield to represent the Relic. Note that in this mission, no impassable or lethal terrain can be placed in the centre of the board. Having done so, set up terrain as described on page XX.

Deployment

Before deploying their forces, players should first roll for their Warlord Traits (see page XX) and then deploy as on page XX.

First Turn

The player who deployed his army first, goes first unless his opponent can Seize the Initiative (see page XX).

Game Length

This mission uses Variable Game Length (see page XX).

Victory Conditions

At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw

Primary Objectives

At the end of the game, the Relic is worth 3 Victory Points to the player who has seized it.

Secondary Objectives

Slay the Warlord, First Blood, Linebreaker.

Mission Special Rules

Night Fighting, Reserves.

The Relic
The following rules cover seizing, moving and dropping the Relic.
Seizing the Relic
A model in a scoring unit can seize the Relic by moving into base contact during the Movement phase - that model then automatically picks it up at the end of the phase. From that point, the Relic remains with the model (move the Relic with the model to show this) until it is dropped,which can happen voluntarily, but happens automatically if the model is slain.
Moving with the Relic
The Relic is fragile, and swift movement will likely damage it, so the model carrying the Relic cannot Run and can never move more than 6" in any phase. If it is forced to do so, the Relic is immediately dropped. A model with the Relic can embark a Transport vehicle, but that vehicle cannot move more than 6" per phase whilst the Relic is on board (so don't put it on a Flyer, as the Flyer will automatically crash next time it Zooms).
A model carrying the Relic can transfer it to any friendly model that is part of a scoring unit if the two models end their Movement phase in base contact. Move the counter to the new bearer to show who is currently holding the Relic. The Relic can only be passed to a friendly model once per Movement phase.
Dropping the Relic
The controlling player can choose to have his model drop the Relic at any time, in which case he places the counter 1 " away from the model. tf the model falls back, or is removed as a casualty, the Relic is dropped automatically.

Note that the Relic can only be brought aboard a Transport vehicle if it is carried by a model that can embark upon the Transport. If the Relic is dropped whilst the bearer is embarked within a Transport vehicle, place it 1" away from a randomly determined access point.

If the Relic is dropped in impassable terrain, place it as close as possible to the point where it was dropped that is not impassable terrain.