Warhammer 40,000 (Sixth Edition)
Warhammer 40,000 (Sixth Edition) Rulebook
Table of Contents
Table of Contents
- Basics
- Models and Units
- Characteristics
- Unit Types and Actions
- Damage
- Damage Sequence
- Check Attacking Models & Roll to Hit
- Rolling to Wound
- Taking Saving Throws
- Removed from Play / Remove Casualties
- Complex Units
- Instant Death
- Multiple-wound models
- Critical Hits
- Hits Against Models
- PREFERRED ENEMY
- VULNERABLE TO BLASTS/TEMPLATES
- FEEL NO PAIN
- VEHICLE
- SHIELDED
- ETERNAL WARRIOR
- Damage Special Rules
- Morale and Conditions
- Terrain
- Turn Sequence
- Movement Phase
- Assault Phase
- Assault Phase Summary
- Alpha Strike
- Defenders React
- Pile-In
- Locked in Combat
- Moving and Shooting Into & Out of Close Combat
- Who Can Attack?
- Who Strikes First?
- Number of Attacks
- Rolling to Hit
- Basic Attack
- Combat Drill
- Determine Assault Results
- Loser Checks Morale
- No Longer Locked
- Sweeping Advance & Fall Back
- Still Locked in Combat
- Losing Contact Outside of the Assault Phase
- More Combat Actions
- Shooting Phase
- Consolidation Phase
- Wargear
- Unit Types
- Characters
- Psykers and Psychic Powers
- Vehicles
- Vehicle Characteristics
- Vehicle Type
- Vehicle and Terrain
- Vehicles and Shooting
- Damage Against Vehicles
- Roll to Hit
- Armour Penetration
- Vehicle Saving Throws
- Damage Rolls
- Hull Breach
- Wrecks
- Critical Hits Against Vehicles
- REPAIR
- SMOKE LAUNCHERS
- Vehicles in a Unit — Squadrons
- Vehicle Special Rules
- TANKS
- RAM
- Transports
- Flyers
- Fortifications
- Organizing a Battle
- Standard Missions
- Stratagems
- Weathered Bastion
Basics
The Most Important Rule
Warhammer 40,000 is an involving game, with many different races, weapons, and possibilities. In a game of this size and level of complexity there are bound to be occasions where a particular situation lies outside these rules, often when unusual models interact. At other times you may know the rule is covered but you just can't seem to find the right page. Then again you may know the rule, but the reality of exactly where your models are on the table may make it a really close call — measuring charge moves and deciding if a key model is in cover are classic examples. All of these instances can lead to arguments, so it is important to remember that the rules are just a framework to create an enjoyable game. Winning at any cost is less important than making sure both players — not just the victor — have a good time.
This begins with the choice of the rules you use. Take care of new players and agree to play the basic rules until they are fit for the real deal. When choosing which narrative rules to use in your games, choose the ones that are most fun for you and your opponent and not the ones that suit your battle plan best. Of course, you could even decide to change the rules to suit you better (this is known as a 'house rule'). If a dispute does crop up then work out the answer in a gentlemanly manner. Many players simply like to roll-off and let the dice decide who is right, allowing them to get straight back to blasting each other to pieces. After the game you can happily continue your discussion of the finer points of the rules, or agree how you will both interpret them should the same situation happen again.
Occasionally you have to place your models as near as possible to some point, or place as many models as possible within an area. It is best to consult your fellow player while moving your models to avoid arguments afterwards. The most important rule then is that the rules aren't all that important! So long as both players agree, you can treat them as sacrosanct or mere guidelines — the choice is entirely yours.
Dice (D6)
In a Warhammer 40,000 battle you often need to roll dice to see how the actions of your models turn out — how effective their shooting is, what damage they've done to a vehicle, how far they retreat from enemy fire, and so on. Almost all of the dice rolls in Warhammer 40,000 use standard six-sided dice (usually referred to as 'D6').
Rolling a D3
In rare circumstances you may be told to roll a D3. Roll a D6 and halve the score, rounding up. Thus 1 or 2 = 1, 3 or 4 = 2 and 5 or 6 = 3.
Modifying dice rolls
Sometimes, you may have to modify the result of the dice roll. This is noted as D6 plus or minus a number, such as D6+1 or D6-2. Roll the dice and add or subtract the number to or from the score to get the final result. For example, D6+2 means roll a dice and add 2 to the score, giving a total of 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 the scores together, so a 2D6 roll is two dice rolled and added together for a score of between 2-12. Another method is to multiply the score of a dice by a certain amount, such as D6x5 for a total between 5 and 30. Finally, a combination of methods may be used, such as 3D6-3 giving a total of 0-15.
Sometimes, you may have to divide a dice roll (or a characteristic or any other number). Unless stated otherwise any fractions are always rounded up.
Scatter dice
Some weapons can cause damage even as their shots don't hit the target. To determine where the shot lands instead, you are told to roll a scatter dice. The scatter dice is marked on four sides with an arrow, and on two sides with a cross-hair, called the 'HIT' symbol. Simply roll the scatter dice near the target point to see in which direction the shot has deviated. If you roll a HIT, you will find a small arrow on the symbol to determine the direction.
Re-roll
In some situations, the rules allow you a 're-roll' of the dice. The second score counts and no single dice can be re-rolled more than once. 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 re-roll explicitly specifies otherwise. In rare circumstances you may be told to re-roll both a passed and a failed test. In this case the two rules cancel each other out and the dice is not re-rolled.
Roll off
If the rules require players to roll-off, this simply means that each player rolls a dice and the player that scores the highest result wins the roll-off. If the players that rolled the highest have the same result, they roll another dice and add the result to their previous roll until one player is the winner.
Body/Hull
A couple of rules refer to the body of a model or the hull of a vehicle. It is important to know exactly which parts of a model are considered to be part of the body or hull.
Body
- The body includes the torso, head, arms and legs, but excludes tails, wings, etc.
- Weapons and minor details like spikes, ammunition, banners are not part of the body.
- Every part of the model that horizontally juts out of the area defined by the model's base is not part of the body. This rule is intended to limit the effect of large conversions on the game, so you can make your model as impressive as you like without worrying about the impact on the game.
Hull The 'body' of a vehicle is called the hull.
- The hull includes the fuselage, turrets, rudders, engines, aerofoils, etc. and a walker's torso, legs, arms and head.
- Dozer blades, rollers and other ramming devices in front of the vehicle are considered to be part of the hull. Merely cosmetic spikes, etc. are not.
- Weapons are not part of the hull, but their mountings and sponsons are. This rule is intended to ensure that players don't get penalised for having impressive gun barrels.
- Exhausts, sails, crew, antennas, barrels, extra ammo, etc. are not part of the hull.
Models and Units
Models
The Citadel miniatures used to play games of Warhammer 40,000 are simply referred to as 'models' in the rules that follow. Each model is an individual playing piece with its own capabilities. To represent all the different types of models, each one has its own characteristics profile as described in the next section.
Bases
Citadel miniatures are normally supplied with a plastic base. If so, they must be glued onto their bases before they can be used in the game. Some players like to mount their models on impressive scenic bases. As mounting your models on different-sized bases might affect the way they interact with the rules, make sure before the game that your opponent does not mind this. If you own a classic version of a model, you may always choose to mount it on the base the newest version of the model is supplied with.
Units
Warriors tend to band together to fight in squads, teams, sections or similar named groups — individuals do not normally go wandering off on their own for obvious reasons! In Warhammer 40,000, we represent this by grouping models together into units. Units fight in loose groups with gaps between each model. This gives the troopers the freedom to move over difficult terrain quickly, and enables them to take advantage of such things as minor folds in the ground, scrub, and other small features, to shelter from enemy fire. Similarly, vehicle squadrons are made up of a number of vehicles. The different elements of the unit have to stay together to remain an effective fighting force; this is detailed more fully in the Movement section on page 50. A unit will usually consist of several models that fight as a group, but it can also be a single, very large or powerful model, such as a battle tank or a lone hero. In the rules that follow, all of these things are referred to as 'units'.
Unit Coherency
Units have to stick together. Models in a unit must form an imaginary chain where the distance between one model and the next is no more than 2". We call this 'unit coherency'. If the unit is not in unit coherency at the start of its Movement phase it must restore it immediately (see page 50). Because a unit must end up in unit coherency when it moves, it is possible a unit will get broken up and lose unit coherency, usually because it takes casualties — otherwise individual models become scattered as the unit loses its cohesion as a fighting force. A unit out of coherency can act as normal; however, during the course of a game it sometimes restores its coherency in a natural way before its next turn. The unit cannot break the coherency voluntarily.
Squad Leaders
Units are led by heroic individuals — veterans of many battles, superiors in the chain of command, or simply the strongest and meanest soldier in the squad. These champions are called squad leaders. Squad leaders are used in various situations like directing the unit's fire, regrouping, or making characteristic tests for the unit. You will learn more about squad leaders in the Character section on page 105.
Measuring
A model is considered to occupy the area of its base. In order to free you from the scientific task of surveying the landscape of the battlefield, players are not allowed to measure any distances except when the rules call for it (e.g. after declaring an assault or firing at an enemy, to work out a rule's area of effect, or when deploying their forces).
When measuring distances between two models, use the closest point of either their base or their bodies/hulls as your reference points — in most cases the reference point will be on the edge of the base. For models supplied without a base (like some large vehicles) you can only use the body/hull, of course.
When measuring distances between two units, use the closest models as your reference points: if any model in a unit is within 2" of an enemy unit/model, the unit is said to be within 2" of that enemy unit/model.
In general, simply measure the distance from base or body/hull to base or body/hull as normal, allowing you to measure distances conveniently from base to base. Movements are always measured flat on the table.
Models at different heights. A notable exception is measuring movements: often while measuring distances you will need to measure between two models at different heights. Project the starting and the ending position of the model vertically onto the table and measure the distance of these points, or hold the tape measure in the air, holding your tape measure or range ruler at an angle as necessary, as shown in the diagram below.
Contact
If the body/hull or base of one model touches the body/hull or base of another model, the two models are 'in contact'. Because the contact point is often on the model's base, 'being in contact' is often referred to as 'being in base-to-base contact' in older Codex books. If a model touches the body/hull of another model, they are said to be in base-to-base contact nonetheless.
Line of Sight
Warhammer 40,000 uses what we call 'true line of sight' to determine if models are able to see each other. This means that you take the positions of models and terrain at face value, and simply look if your warriors have a view to their target. We have chosen true line of sight because it makes the game feel much more cinematic and 'real' — there's nothing quite like getting a 'model's eye view' to bring the game to life. This is different to other, more abstract systems where terrain is assigned a height value and you have to calculate what warriors can see.
Of course, this method does mean that occasionally there are border-line cases when it is quite hard to decide if a model can see a target or not, but sporting players will always be generous and give their opponent the benefit of the doubt. It is important to note that the line of sight is drawn solely to the model's body or hull and never to its base. Determining the line of sight is described further in the Shooting phase's section.
Characteristics
In Warhammer 40,000, there are many different types of warriors, ranging from the mighty Space Marines to the brutal Orks, the agile Eldar to the dreaded Tyranids. To represent the different abilities of these creatures in the game, there are nine categories that describe the various aspects of their physical and mental make-up. These are called characteristics. The characteristics are: Weapon Skill (WS), Ballistic Skill (BS), Strength (S), Toughness (T), Wounds (W), Initiative (I), Attacks (A), Leadership (Ld) and Armour Save (Sv). For all models except vehicles the characteristics are given a value on a scale of 0-10 — the higher, the better (except for a model's Armour Save, where the opposite is true).
Weapon Skill (WS)
This characteristic defines how skilled and vicious a creature is with his weapons in close combat. The higher this score is, the more likely the warrior will land blows on a close combat opponent. An average human soldier has WS3, while a genetically-enhanced Space Marine will have WS4 or even WS5.
Ballistic Skill (BS)
Ballistic Skill shows how accurate a creature is with ranged attacks, such as guns, rockets or energy weapons. The higher this score, the easier a creature finds it to hit when it shoots at something. Some monsters have natural weapons that can be used at range (they may be able to spit venom, for example) and their BS is used to determine whether they hit or not.
Strength (S)
Strength shows how physically strong a creature is. Strength tells us how hard a creature can hit in close combat or how easily it can hurt an enemy. An exceptionally puny creature may have a Strength of 1; a deadly Wraithlord has S10 and most humans have S3.
Toughness (T)
Toughness measures a creature's ability to resist physical damage and pain, and includes such factors as the thickness of its flesh, hide or skin. The tougher a creature, the better it can survive enemy blows or shots. A human is T3, while a resilient Ork is T4.
Wounds (W)
Wounds show how much damage a creature can take before it either dies or is so badly hurt it can't fight any more. Most man-sized creatures have only a single Wound. Heroes and large monsters are often able to withstand several injuries that would slay a lesser creature, and so have a Wounds value of 2 or more. If a rule refers to the native or initial Wounds of a model, the characteristic value of the model as printed in the Codex book is used, not the number of Wounds it has left.
Initiative (I)
How alert a creature is and how quickly it reacts is shown by its Initiative — battlefield awareness, reflexes, and intuition. Faster creatures gain a massive advantage over slower ones because they get to strike first in close combat. A normal human is Initiative 3, while an agile Dark Eldar warrior is Initiative 5.
Attacks (A)
Warriors of exceptional skill and particularly ferocious monsters can unleash a flurry of blows against their opponents. This characteristic indicates the number of attacks a creature makes during close combat. This is normally 1 for most models, but a heroic leader or a large beast can have 3 or even more Attacks. The number of Attacks a creature makes may be increased if it has the added impetus of assaulting into its foes or is fighting using two weapons. Note that these effects can increase the number of attacks above 10, as these bonuses don't modify the profile itself.
Leadership (Ld)
The Leadership of most models is around an average value of 7 or 8. A creature with a higher Leadership value is courageous, steadfast, and well-trained. A creature with a lower value is temperamental, unpredictable and cowardly. Models that represent generals, heroes, sergeants and other such characters often have a high Leadership that allows them to lead others, inspiring them on to greater feats of valour. This characteristic is described on page 70.
Armour Save (Sv)
A creature's Armour Save (Sv) gives it a chance of avoiding harm when it is struck or shot. Most creatures have an armour save based on what kind of armour they are wearing, so this characteristic may be improved if they are equipped with better armour. Other creatures may receive a natural saving throw from having thick bony plates or a chitinous shell.
Move (M)
Squads do not move with the same speed. Pure speed, an efficient command structure and agility are equally important to be able to advance quickly, look out for enemy units, take cover, climb slopes, crouch through vegetation, carefully inch through unstable rubble, give comrades covering fire and receive orders. How quick a unit moves under combat conditions depends not solely on its speed. The Move value (M) represents all these factors. This characteristic is not part of the model's profile as it depends on the speed of the model, but of its unit type. Thus all units of the same type move up to the same distance. Galloping cavalry and alien flying troops are many times faster than infantry. The venerable tanks of mankind are outpaced by the clunky yet fast buggies of the Orks. Jetbikes are only matched by aircraft capable of supersonic flight.
Evasion (EV)
The Evasion Value indicates how hard it is to hit the model. The better the Evasion Value of a warrior, the harder it is for the enemy to score a hit. A moving Tau Fire Warrior has an Evasion of 3; a stationary Land Raider tank has only an Evasion of 1.
Vehicle characteristics
Set in the far future, the Warhammer 40,000 universe is home to all sorts of tanks, war machines and other combat vehicles, both human built and alien. To reflect the many differences between creatures of flesh and blood and constructs of steel and iron, vehicles lack most of the characteristics that living creatures have; instead, vehicles have a characteristic called Armour Value. Vehicle characteristics are described in more detail in the Vehicles section (see page 110).
Characteristic Modifiers
Certain pieces of wargear or special rules may modify a model's characteristics positively or negatively, by adding to it (+1, +2, etc.) or even multiplying it (x2, x3, etc.). If a model has a combination of rules or wargear that both add to and multiply one of its characteristics, first multiply the basic value and then add the extra points. For example, if a model with Strength 4 has both '+1 Strength' and 'double Strength' its final Strength will be 9 (4x2=8, 8+1=9). However, no modifier may raise any characteristic above 10 or lower it below 0. Saves can at best be modified to 2+. The Move value can be higher than 10.
Note that if a model uses a weapon with a fixed Strength in its profile to shoot or attack (shooting weapons, pistols and grenades, etc.), modifiers to the model's profile are not applied to the weapon and vice versa. In rare circumstances a characteristic is replaced with another value altogether; if not stated otherwise, this is applied before any other manipulation.
Worked example. Here are the profiles for a Veteran of the Imperial Guard and a Chaos Space Marine:
| WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|
| Imperial Guard Veteran | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 5+ |
| Chaos Space Marine | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ |
Both creatures have 1 Wound and 1 Attack, and both are similar in some respects — they have the same Ballistic Skill value, which means they will hit equally often in shooting. However, the Chaos Space Marine is superior to the Veteran in most other respects. Its Weapon Skill of 4 means the Chaos Space Marine will hit more often in close combat, and the greater Strength value gives the Space Marine a better chance of injuring or killing the Veteran in hand-to-hand combat. The Chaos Space Marine's thicker armour gives him another marked advantage: most shots or blows that hit the Space Marine are deflected on a D6 roll of 3 or more, while the Veteran instead needs a roll of 5 to be saved by his Flak Armour. Chaos Space Marines are extremely robust, with their high Toughness meaning they are better than ordinary humans at surviving damage inflicted on them. The Chaos Space Marine also has a Leadership of 9, which is higher than the average Leadership for most warriors — even for Chaos Space Marines. Obviously, even veterans of the Imperial Guard are no match for Chaos Space Marines when fighting one to one, but as Guardsmen are usually found in large numbers, they can be lethal opponents.
Zero Level Characteristics
Some creatures have been given a '0' or a '-' for certain characteristics, which means that they have no ability whatsoever in that field. If a model lacks a certain characteristic in its profile altogether, this is the same as having a value of zero. A model with a Leadership characteristic of 0 automatically fails Morale checks. A model with a Weapon Skill, Strength or Toughness of 0 influences the model's chance to hit or being hit — usually the model cannot hit and wound an enemy, and is hit and wounded automatically. A model with an Attacks value of 0 cannot attack in close combat, but can still use different Combat actions and can use its Weapon Skill to defend against enemy attacks.
Characteristic Profile
Each model in Warhammer 40,000 has a profile that lists the value of its characteristics, and it assigns a number of special rules to the model. In the Codex books for each army, you will find profiles for many races and creatures. The Move value is not part of a model's profile but of its unit type; thus all units of the same type move up to the same distance.
Unit Types and Actions
Unit Types
The abilities of a model are not only described by its profile but also by its unit type. Most notably, the unit type of a model tells you how far the model is able to move — every unit type has a Move value that determines the maximum distance a model of this type can be moved in its turn. Unit types are associated with one or more special rules that alter the general rules. Unit types are explained in detail later in their own section that covers some of the more unique rules.
Actions
Everything a model does on the battlefield is called an action. Actions can be classified by several types at the same time. The most common types are: Move, Shooting, Combat, Assault, Psychic, Support.
- Model's actions. A model can only execute an action if itself and its unit is able to perform this kind of action.
- Unit's actions. Actions that are executed by the whole unit can only be used if every model in the unit is able to perform this kind of action. If only one of the models is unable to attack (because it was caught in a stasis field, for example), the remaining models can attack as normal.
The type of an action matters when a unit is impaired in any fashion and tries to perform actions of a certain type — for example, a model that is stunned by an explosion cannot move. If a unit is barred from performing Shooting actions because it is stunned, the unit cannot use attacks that are executed by the whole unit, like a Cleansing Smash (an attack used by gargantuan creatures to clear their way).
Actions are presented in a standard form: the name of the action is stated at the top, and whether the action is executed by the whole unit or a single model, and the type of the action, are indicated beneath the name. For example, because 'Repair' has the type 'Move', a unit that cannot perform Move actions cannot use Repair either.
Free actions. Some minor tasks can be conducted even under the worst conditions. These are called Free actions and can always be performed, even if the model/unit 'cannot perform any action'. Free actions are described without the traditional box; instead, the rule text simply states that the action in question is free. If there is no type specified for an action, assume that it is a Free action.
Compulsory actions. Compulsory actions must be performed if a unit is called upon to do so, unless it is barred from performing one or more of the action's types.
Characteristic Tests
During a battle, a model might have to take a test on one of its characteristics — for example, it might have to test its Strength to avoid being sucked into an extra-dimensional rift. To succeed, roll a D6 and score equal to or lower than the value of the characteristic involved. A roll of 6 is always a failure, and conversely a roll of 1 is always a success. If a model has to take a test for a characteristic with a value of 0, it automatically fails the test regardless of the characteristic's value or any other modifier that might apply.
If the unit consists of models with different characteristics, or if a rule refers to the characteristic value of a unit, take the respective value of the squad leader for the test.
Tests on the Leadership. Tests made against the Leadership characteristic of a model are called Morale checks and are explained in greater detail on page 38. For a Morale check, roll 2D6 (two dice added together). If the result is equal to or less than the model's Leadership, the test is passed.
Characteristic Values of Units — Majority Characteristics
In some cases the majority of a certain characteristic in a unit is used. If at least 50% of the unit's models have an equal or better value (usually a higher value, but in the case of armour saves a lower one, since armour saves are taken more often), this value can be used as the majority value of the unit — most commonly its Strength, Toughness or Initiative. If there are several such values, the controlling player can choose one.
Example: An Eldar unit consists of three Wraithguards with Toughness 6 and one Warlock with Toughness 3. All of the unit's models have Toughness 3 or better, and 75% have Toughness 6 or better. Both Toughness values are eligible to be the Majority value of the unit — the controlling player chooses Toughness 6, as it makes the unit a lot more resilient.
Special Rules
Special rules alter some aspects of the main rules. Special rules are presented in a standard form, and are listed at the end of the section that is altered by them, referring back to the page where the full text can be found. Throughout the book you will find quick references to special rules that often give only a shortened description of the rule.
Individual and universal special rules. There is an important distinction between individual special rules, universal special rules, and special rules without an attribute (which are neither universal nor individual).
- Individual special rules do not represent grand strategies or game-changing abilities, but small combat advantages or dirty tricks that can be utilised by a model alone. Individual special rules apply to the model that possesses it, no matter if it is part of a unit or not.
- Universal special rules are conferred to every model in the unit if at least one model has this rule. Some skills are elementary enough that a competent leader can advise his unit under battlefield conditions to employ it — Skilled Rider wouldn't be an appropriate ability for a foot soldier. If a single warrior is not trained in this special tactic, the whole squad cannot make use of it.
Sometimes there are additional specifications in brackets after a special rule's name, e.g. Poison (4+), Instant Death (1) or Deep Strike (Ambush). This indicates that the rule deviates from its basic version in one aspect, though it can also replace the respective main rule altogether. For example, a weapon with the Poison rule wounds on a 4+; if a warrior used more potent venom, his weapon might instead have a rule called 'Poison (3+)' — the weapon uses the normal Poison rule, but the model wounds on a 3+ instead of a 4+.
Sometimes even this short notice is omitted, and the same special rule appears under several names, such as Skilled Rider, Skilled Ranger and Skilled Driver — names aside, it is still the same rule in every regard. A model cannot have the same rule twice.
RAM — Movement special rule. A model with this special rule may perform Ramming moves. See page 30 for details.
Damage
This section deals with the mechanics to damage the enemy — everything that wounds or damages your and your opponent's models follows the rules in this section. The procedure is the same whether it is a shooting or a close combat attack, but the characteristics and charts used depend on which.
Damage Sequence
- Check attacking models & roll to hit.
- Roll to wound.
- Take saving throws.
- Allocate wounds to armour groups.
- Remove casualties.
Check Attacking Models & Roll to Hit
The first step is to check which models can shoot or attack, and to determine the number of shots fired or attacks made — being it the relentless torrent of fire of your line troops, the devastating chainsaw attacks of your commander, an arcane storm unchained by your battle psyker, or the precise fire of your hidden sniper. This is explained in the Shooting and Assault phase's sections.
Roll a D6 for each attack or shot. Use the assault or shooting table to determine what score they must equal or beat to hit their target.
Close combat. For attacks in close combat, compare the WS of the attacking model with the WS of the target model, and consult the Assault To Hit chart (below) to find the minimum score needed on a D6 to hit.
Shooting. For shooting attacks, compare the BS of the firing model with the Evasion Value (EV) of the target model, and consult the Shooting To Hit chart to find the minimum score needed on a D6 to hit.
Fast rolling. When a unit fires, all of its weapons are fired simultaneously, so you must roll all of its To Hit dice together. Roll the dice together, using different coloured dice to pick out weapons with different Strengths (or roll them separately). For example, a firing squad may include several bolters, a plasma gun and a lascannon, in which case the player should use different coloured dice for them so that they can be picked out — white dice for bolter shots, a green dice for the plasma gun, and a red dice for the lascannon. Alternatively, you can simply make separate dice rolls for different attackers, as long as it is clear which dice rolls represent which attacks. Attacks from models with the same Initiative are resolved simultaneously as well.
Units with different values. A few units in Warhammer 40,000 contain models with different Weapon Skill, Strength, Evasion or Toughness values, or attackers with different WS or S in the same unit. Attacks against such units are resolved using the Majority Weapon Skill, Evasion Value or Toughness of the unit. See page 71 for details.
Close Combat To Hit chart (rows: target's Weapon Skill; columns: attacker's Weapon Skill 0–10; N = no effect, A = hits automatically):
| Target WS \ Attacker WS | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | N | A | A | A | A | A | A | A | A | A | A |
| 1 | N | 4+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ |
| 2 | N | 5+ | 4+ | 3+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ |
| 3 | N | 6+ | 4+ | 4+ | 3+ | 3+ | 2+ | 2+ | 2+ | 2+ | 2+ |
| 4 | N | 6+ | 5+ | 4+ | 4+ | 3+ | 3+ | 3+ | 2+ | 2+ | 2+ |
| 5 | N | 6+ | 5+ | 4+ | 4+ | 4+ | 3+ | 3+ | 3+ | 3+ | 2+ |
| 6 | N | 6+ | 6+ | 5+ | 4+ | 4+ | 4+ | 3+ | 3+ | 3+ | 3+ |
| 7 | N | 6+ | 6+ | 5+ | 4+ | 4+ | 4+ | 4+ | 3+ | 3+ | 3+ |
| 8 | N | 6+ | 6+ | 5+ | 5+ | 4+ | 4+ | 4+ | 4+ | 3+ | 3+ |
| 9 | N | 6+ | 6+ | 6+ | 5+ | 4+ | 4+ | 4+ | 4+ | 4+ | 3+ |
| 10 | N | 6+ | 6+ | 6+ |
Shooting To Hit chart (rows: target's Evasion Value; columns: attacker's Ballistic Skill 0–10):
| Target EV \ Attacker BS | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | N | A | A | A | A | A | A | A | A | A | A |
| 1 | N | 4+ | 3+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ |
| 2 | N | 5+ | 4+ | 3+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ |
| 3 | N | 6+ | 5+ | 4+ | 3+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ |
| 4 | N | 6+ | 6+ | 5+ | 4+ | 3+ | 2+ | 2+ | 2+ | 2+ | 2+ |
| 5 | N | 6+ | 6+ | 6+ | 5+ | 4+ | 3+ | 2+ | 2+ | 2+ | 2+ |
| 6 | N | 6+ | 6+ | 6+ | 6+ | 5+ | 4+ | 3+ | 2+ | 2+ | 2+ |
| 7 | N | 6+ | 6+ | 6+ | 6+ | 6+ | 5+ | 4+ | 3+ | 2+ | 2+ |
| 8 | N | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 5+ | 4+ | 3+ | 2+ |
| 9 | N | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 5+ | 4+ | 3+ |
| 10 | N | 6+ | 6+ | 6+ |
Rolling to Wound
Hitting your target is not always enough to put it out of action. A hit might result in nothing more than a superficial graze or flesh wound; some targets can take quite a bit of damage before they are destroyed. To decide if a hit causes a telling wound, roll again, cross-referencing the weapon's Strength (S) with the target's Toughness (T), and consult the To Wound chart below. Each weapon has its own Strength value, given in the description of the weapon. The chart indicates the minimum value on a D6 roll required to convert the hit into a wound. Note that an 'N' on the chart means the hit has no effect, while an 'A' means the hit wounds automatically. Other forms of damage may skip this step altogether and hit automatically.
To Wound chart (rows: weapon Strength; columns: target's Toughness 0–10):
| Strength \ Toughness | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | N | A | A | A | A | A | A | A | A | A | A |
| 1 | N | 4+ | 3+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ |
| 2 | N | 5+ | 4+ | 3+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ |
| 3 | N | 6+ | 5+ | 4+ | 3+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ |
| 4 | N | 6+ | 6+ | 5+ | 4+ | 3+ | 2+ | 2+ | 2+ | 2+ | 2+ |
| 5 | N | N | 6+ | 6+ | 5+ | 4+ | 3+ | 2+ | 2+ | 2+ | 2+ |
| 6 | N | N | N | 6+ | 6+ | 5+ | 4+ | 3+ | 2+ | 2+ | 2+ |
| 7 | N | N | N | N | 6+ | 6+ | 5+ | 4+ | 3+ | 2+ | 2+ |
| 8 | N | N | N | N | N | 6+ | 6+ | 5+ | 4+ | 3+ | 2+ |
| 9 | N | N | N | N | N | N | 6+ | 6+ | 5+ | 4+ | 3+ |
| 10 | N | N | N | N | N |
Taking Saving Throws
Before he removes any models as casualties, the owner of the target unit gets a chance to save some of them. This is called an armour saving throw. Roll a D6 for each wound the model has suffered from incoming fire and compare the result to the model's Sv characteristic. Differently from other characteristics, a Sv value is better if it has a lower number — so lower means more powerful.
Example: A Space Marine wearing power armour is hit and wounded. The Space Marine is entitled to a saving throw of 3+. If he rolls a 3+, the damage is saved and the model is unharmed — the shot bounces harmlessly off his power armour.
Armour Piercing weapons. Some arcane weaponry has the ability to 'ignore armour' — this is shown by a weapon having an Armour Piercing (AP) value. A lascannon, for example, has an Armour Piercing value of 2, and ignores armour which has a Save of 2+ or worse: the armour is ineffective against the hit, and this requires an extra step in the shooting process. Weapons shown as 'AP –' never ignore armour this way. If a model has a Sv value of 6 or better on its profile, then the target can attempt to save as normal.
Nearly all weapons have an Armour Piercing value. The AP rating indicates the armour save the weapon can ignore:
- If the weapon's Armour Piercing value is equal to or lower than the model's armour save, it is sufficiently powerful to punch straight through the armour, and the target gets no save at all.
- If the weapon's Armour Piercing value is higher than the armour, the target can take the armour save as normal.
- A weapon shown as 'AP –' always allows the target an armour save.
Example: A heavy bolter has an Armour Piercing rating of 4, so Saves of 4+, 5+ or 6+ are ignored. A bolter has an Armour Piercing rating of 5, so it can pierce armour which has a Save of 5+ or 6+.
| Weapon | AP |
|---|---|
| Boltgun | 5 |
| Heavy Bolter | 4 |
| Power Weapon | 2 |
| Armour Type | Sv |
|---|---|
| Ork body armour | 6+ |
| Imperial Guard flak armour | 5+ |
| Space Marine power armour | 3+ |
Invulnerable saves. 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 — even if the armour save was ignored by the attacker's Armour Piercing value, an invulnerable saving throw may still be taken.
Rigid Saves. Some models are exceptionally well protected against weak attacks, but stronger hits still burst through with ease. They may be shielded by force fields, can dodge attacks, are enwrapped by mystic energies, shrug off hits (Necrons), are graced by some dark god, or are equipped with reactive armour — models with abilities like these may be entitled to a Rigid saving throw.
- If the weapon has an AP of 1, 2 or 3, or causes Instant Death, the target gets no Rigid saving throw, regardless of how good the save is.
- If the weapon has an AP of 4, 5, 6, or no AP value at all, the target can take the Rigid save as normal.
Rigid saving throws can be rolled in addition to another saving throw — Rigid saves are an exception to the rule that a model may only take one saving throw against a wound; they can be rolled in addition to a single saving throw of any kind.
Cover Saves. Cover saves can only be used against shooting attacks. Cover saves are not affected by the Armour Piercing value of the attacking weapon, so troops in cover will normally get a saving throw regardless of what is firing at them. The Shooting phase section explains when a model receives a cover save.
If a unit benefits from different types of cover — for example being behind a hedge (6+ cover save) and a low wall (5+ cover save) — the unit uses the best cover save available (in this case 5+).
Example: A Space Marine Terminator has a 2+ armour save and a 5+ invulnerable save (from his Terminator armour). If he is standing in a fortified building (which grants a 4+ cover save) and is wounded by an AP2 weapon, his terminator armour would be of no use, as the shot's AP is equal to or lower than his armour save. However, neither his invulnerable save nor the cover save is affected by the AP of the weapon, so the Terminator uses the Cover Save (4+, better than his 5+ invulnerable) to give him the best chance of surviving.
More than one save. Sometimes a creature will have a normal armour save and a separate invulnerable save — a good example is a Space Marine Terminator, who is protected by both an armour save and an invulnerable save — and possibly rigid and cover saves as well. Take into account what kind of saves a model has, how high the saves are, and whether the model has any special rules that affect saving throws; the origin of a save does not matter. If a particular save works only in close combat, it is ignored against shooting attacks, and conversely, saves against shooting attacks are ignored in close combat.
Maximum save. Some models gain additional benefits from rules that may increase any of their Save by +1 or +2. In any case, all saves (Armour, Rigid, Cover and Invulnerable Saves) may never be improved above 2+.
Removed from Play / Remove Casualties
The various Codex books and supplements use different terms for casualties at times — killed, incapacitated, removed from play, or removed as a casualty. All these terms refer to the same thing. Casualties are not necessarily dead — they may be merely knocked unconscious, too injured to carry on fighting, or incapacitated in some way.
For every model that fails its save, the unit suffers an unsaved wound. Once the number of unsaved wounds caused by the attacking unit has been determined, the player controlling the target unit decides which models are wounded — he can even choose models of his unit that are not engaged, or are not in range or line of sight of the firing unit. This, of course, also includes wounds against which no save can be attempted.
Models that have a single Wound on their profile and suffer an unsaved wound are immediately removed from the table as casualties. The model is taken from the table and no longer takes part in the game, unless it has a special rule that says otherwise (e.g. Necrons). If a unit is destroyed, every model in it is removed as a casualty.
If a model carrying a more powerful weapon is killed and removed, we can safely assume that either he was the only one trained to use the weapon, or that the weapon itself has been damaged and is now useless to other members of the unit.
Complex Units
The rules for taking saving throws and removing casualties, as presented so far, assume that all the models in the target unit have the same saving throw. Of course, many units include models with different armour and protective abilities. When this is the case, an extra step is needed to determine which warrior has been hit by which weapons: models with an identical combination of saves are subsumed into armour groups.
Armour Groups. All models that have exactly the same combination of saves belong to a common armour group. Armour groups are determined solely on the basis of the targeted model's wargear and abilities — the attack that caused the wounds, and whether it ignores the armour saves of a model, does not matter.
Example: A unit of 5 Terminators with a 2+ armour save and a 5+ invulnerable save consists of a single armour group. If one of the models had a Storm Shield that confers an invulnerable save of 3+, the unit would consist of two armour groups.
Allocating Wounds. Once the number of wounds has been determined, the player controlling the target unit must decide which armour groups are wounded. The player must allocate the full amount of wounds to an armour group before he can pick another group — he picks one armour group and distributes wounds to it until the number of wounds distributed equals the number of models in it (this amounts to one wound per model, plus any spare wounds). Once a group is saturated this way, he picks another armour group and allocates wounds to it, and so on; the process is repeated and the player must saturate all armour groups before he can pick an armour group a third time. Once all armour groups are saturated, any surplus wounds are lost. Usually at least the squad leader has an additional layer of protection, making him a separate armour group.
Each armour group takes its saving throws at the same time, in one batch. The owning player then allocates the unsaved wounds to the models in the armour group as normal. Casualties can then be chosen by the owning player from amongst the armour group. Surplus wounds are discarded as normal and do not carry over to other models in the armour group.
Allocating Wounds on Complex Units — worked example. This Space Marine Tactical combat squad consists of five models: two Space Marines armed with bolters, one armed with a missile launcher, one with a flamer, and one Veteran Sergeant (who has an invulnerable save of 6+ in addition to his normal armour). The unit is made up of two armour groups: the four ordinary Space Marines, and the Veteran Sergeant as his own armour group.
They are hit by a flurry of hits and suffer nine wounds — eight from weapons whose AP is not high enough to pierce their armour, and one from a power weapon with AP2 that can, because it negates the target's save. The player controlling the Space Marines picks up the dice that scored a wound and uses them to show how he is going to allocate the wounds (it helps to keep the same coloured dice used when rolling to hit). He allocates four wounds to the group of four Space Marines and one to the Veteran Sergeant, saturating both groups; he then picks the groups again and allocates the three remaining wounds (two normal, plus the power weapon wound) to the Space Marines, and the last remaining wound to the Sergeant.
He then rolls the seven saves for the Space Marines in one go, failing two of the normal saves and automatically failing the power-weapon wound (which has no save), removing three of the four models — he chooses to remove every Space Marine except the one with the missile launcher. He goes on to roll the two saves for the Veteran Sergeant, failing both in a string of bad luck; as there is only one model in this armour group, he removes the Veteran Sergeant.
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 a weapon with a Strength value that exceeds its Toughness by four, it loses one additional Wound from its profile. If the Strength exceeds the Toughness by five, the model loses two additional Wounds; if it exceeds by six, the model loses four Wounds — for example, if a Space Marine Captain (Toughness 4) had the misfortune to be wounded by a Chaos Dreadnought's power claw (Strength 10), he would lose four Wounds because the weapon's Strength exceeds his Toughness by six, killing him outright.
For most models this means they suffer quite literally an instant death — vapourised, burned to piles of ash, blasted limb from limb, or otherwise mortally slain in a suitably graphic fashion. This has no effect on models with a single Wound, as they are removed as a casualty anyway (a model with 3 Wounds would only be killed after being wounded three times, ordinarily).
In rare cases, weapons use a different characteristic than Toughness for the roll to wound (for example Leadership or Strength); use this replacement value to see whether the model suffers Instant Death or not.
Eternal Warrior.
- Eternal Warrior, or Eternal Warrior (1), negates only Instant Death (sometimes called Instant Death (1)), unless another number is given with the special rule.
- Eternal Warrior (2) negates Instant Death (1) and Instant Death (2).
- Eternal Warrior (3) negates all levels of Instant Death.
Multiple-wound models
Especially tough and heroic individuals such as Space Marine Captains, or horrendous alien monstrosities such as Tyranid Hive Tyrants, can sustain more damage than ordinary troopers and keep on fighting — they have more than one Wound on their characteristics profile. When such a multiple-wound model suffers an unsaved wound, it loses one Wound from its profile. Once the model has lost all of its Wounds, it is removed as a casualty. If a wound causes Instant Death, the model suffers the additional wounds described above, and if a model loses more Wounds than it has left, any surplus wounds are discarded.
Keep track of how many wounds a creature has left on a piece of scrap paper, or by placing a dice or marker next to the model. Injured models can try to cure some of their wounds in the Consolidation phase — see page 74 for details.
Example: A Space Marine Captain is Toughness 4 and has 3 Wounds. He could survive being wounded twice before he was removed as a casualty on the third wound suffered.
Critical Hits
Some hits are extremely lethal, so that protective wargear is of no use — be it the ethereal strike of a psyker, the devastating weapons of a Titan, or when a warrior is rammed by a tank. These critical hits are inflicted by exploding vehicles, and other similarly catastrophic causes. A model suffers automatically a single wound; of course, this also includes wounds against which no save can be attempted, because they result from an already unsaved wound.
Other hits do not breach the defences of a warrior but circumvent them instead — quick sand, entangling roots or other hazards. In these cases, all saves (Armour, Rigid, Cover and Invulnerable Saves) may never be improved above 2+, as described earlier.
Hits Against Models
Some weapons target individual models instead of units. In these cases, the owning player of the target unit allocates the wounds as normal, but the model or unit receives a cover save if it is concealed by models without a base in his unit.
PREFERRED ENEMY
Universal Damage special rule
Such troops always hit on a roll of 3+ for Shooting and Combat actions against their preferred enemy, unless they hit on a 2+ instead. If a shooting unit with this ability targets a unit that is not a preferred enemy, check if the unit could have successfully targeted a preferred enemy instead — if the model or unit could have attacked or shot at a preferred enemy (even if it could not damage it), the unit loses this special rule for the rest of the game.
VULNERABLE TO BLASTS/TEMPLATES
Individual Damage special rule
Some units are especially vulnerable to blast weapons and template weapons. These weapons cause Instant Death (2) against models with the Vulnerable to Blasts/Templates rule.
FEEL NO PAIN
Individual Damage special rule
Some warriors are so blood-frenzied or tough that they can ignore injuries that would incapacitate even a battle-hardened Space Marine. A model with this ability has a rigid save against wounds it suffers — there are three levels of this special rule; for example, Feel No Pain (5+) confers a 5+ save. This ability cannot be used against vehicles.
VEHICLE
Individual Damage special rule
This special rule is so far-reaching that it has its own section on page 110.
SHIELDED
Universal Damage special rule
Some units are protected by special force fields.
ETERNAL WARRIOR
Individual Damage special rule
A model with the special rule Eternal Warrior is immune to the effects of the Instant Death rule.
Damage Special Rules
Damage special rules alter how models wound other models, or how they respond to damage. Vehicles don't show emotions and are unpredictable for this reason; where a special rule assumes emotion or morale, a vehicle is treated in every regard as its own unit.
Morale and Conditions
It's a fortunate commander who can rely on his troops to perform fearlessly. In the chaos and confusion of battle, troops can easily become demoralised — a barrage from an unknown enemy, a rushing tank, or the sheer violence unleashed against them can be disorientating or simply terrifying. Sometimes you can push someone just too far! Certain events will require that your troops take a Morale check, and a unit in particularly dire straits may be forced to take several Morale checks in a single turn.
Morale Checks
Morale represents the grit, determination, élan or (sometimes) plain stupidity of warriors in action. Morale checks (also called Morale tests or Leadership tests) are taken by rolling 2D6 and comparing the total score to the unit's Leadership value (the Leadership value of the squad leader). If the score is equal to or under the unit's Leadership value, the test is passed and the unit does not suffer any ill effects — their nerve has held. If the score rolled is higher, the test is failed and the unit suffers a negative effect that depends on the kind of Morale check. A score of double 1 on the 2D6 always indicates a unit has passed its Morale check, regardless of modifiers ('Insane Heroism!').
To differentiate between the situations that call for one, the type of a Morale check is often added in brackets — for example, Morale check (pinning) or Morale check (psychic).
Some units automatically pass all Morale checks; others only automatically pass a specific kind of Morale check. Some units have special rules pertaining to Morale checks that are detailed in the appropriate Codex, and some particularly fanatical units may be immune to the effects of morale entirely.
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 reduce the unit's Leadership value by 1, -2, or sometimes even more. The same holds true for some special rules from various Codex books.
Taking Morale Checks
Units normally have to take a Morale check in the following situations — and, as you will have already gathered, a unit can be forced to take several Morale checks in the same phase. You will learn about the different kinds of Morale checks below; the details of each are explained in the appropriate section.
A) Pinning. Being attacked by sniper fire, a barrage from an unknown enemy, or a rushing tank is an unnerving experience. If a unit suffers casualties from weapons with the Pinning special rule, or is tank shocked, it has to pass a Morale check (pinning) or become shaken.
B) Casualties. Units that suffer heavy losses are prone to breaking. A unit that suffers too many casualties in the Shooting or Assault phase must pass a Morale check (casualties). The unit fails its Morale check (casualties) automatically if it is on the losing side of a close combat (a special rule that allows the unit to pass the check automatically takes precedence). Troops have to make a Fall Back move the moment they break.
Fall Back (Compulsory action). A Fall Back move is taken in the Consolidation phase. The unit adds D6" to its normal Move value in inches for the Fall Back move. Every model must end its movement as near as the movement rules allow to its own table edge.
C) Regrouping. Once a unit is broken, it won't recover until it has left the battlefield or is rallied by a superior. A character in a broken unit can attempt to regroup the unit by taking a Morale check (regrouping) or Regroup test in its own Consolidation phase (see page 75, 'Regaining combat-readiness'). Broken units are not so easily rallied and have to be accompanied by a character to regroup.
D) Psychic Tests. Psychic powers are unreliable, and a psyker cannot always hope to control the energies he has unleashed. Psykers must pass a Morale check (psychic) or Psychic test in order to use one of their powers. See page 107 for details.
E) Terror. Some truly abhorrent artefacts sow terror in the heart of even the most desensitised soldiers. Some special rules call upon a unit to make a Morale check (terror) or Terror test. The consequences of a failed Terror test are described in the rules of the respective wargear.
F) Ability. A Morale check (ability) or Leadership test must be passed to see if a unit's concentration in the turmoil of battle is sufficient to activate a piece of wargear or use a special rule. Normally this happens automatically.
G) Unspecific Morale check. Every Morale check that does not fall into any of the other categories is an unspecified Morale check. Only units that pass all kinds of Morale checks automatically are able to ignore unspecified Morale checks.
Return to Normal
Units can try to return to their normal state in their own Consolidation phase. Some units are permanently subject to a condition that does not wear off in the Consolidation phase.
Unit Conditions
Your units can suffer a number of effects that seriously impair their battlefield performance. These effects are subsumed into four general conditions, described below. All unit types are subject to the same conditions, but they might represent slightly different states — for example, a shaken vehicle might have been rocked by an explosion (most prominently vehicles that suffered a 'Damage – Immobilised' result), while a shaken squad of infantry is psychologically rattled, perhaps concussed by the tremor of heavy artillery or knocked to the ground by an explosion. A unit can be affected by several conditions at the same time (with the exception of Shaken and Broken).
A) SHAKEN. Shaken units are only a few steps away from breaking and cannot follow your orders as you would like. But not every shaken squad is cowering timidly in the mud — often it is wise to dig in and give up momentum in order to stay alive. A shaken unit is subject to the following penalties:
- It cannot perform Support actions.
- Models in a shaken unit cannot use the multi-targeting rule.
B) BROKEN. When the morale of a unit is broken, it tries to fight its way from the battlefield in a more or less orderly fashion. A broken unit is subject to the following penalties:
- It cannot perform Assault actions.
- It cannot perform Charge, Ramming, or Flat Out moves — hence it can only perform a single Shooting action per turn.
Note that it is sometimes advantageous to leave the battlefield, as units that are broken at the end of the game count as destroyed.
C) IMMOBILE. If an immobile target unit is targeted by a Shooting or Combat action, it always counts as stationary. Usually this lowers the Evasion Value of the model.
D) STUNNED. A stunned unit is subject to the following penalties:
- It cannot perform Combat, Shooting, Psychic or Support actions.
- If a stunned target unit is targeted by a Shooting or Combat action, it always counts as stationary.
- A model in a stunned unit is not allowed to change its facing during a Consolidation.
- A stunned unit automatically passes any Morale check for casualties, pinning, or terror.
C) IMMOBILE. An immobile unit is subject to the following penalties:
- It cannot perform Move and Support actions.
- A model in an immobile unit is not allowed to change its facing during a Consolidation.
Broken units and Assaults. A broken unit fights normally in the Assault phase. If a broken unit receives the Fearless rule, it replaces 'broken' with 'shaken' after finishing the current action, though all other criteria still apply. If this happens, the unit is subject to the No Retreat rule in this round of close combat, and might therefore suffer additional casualties.
Tactical retreat. If a broken unit reaches any table edge during a Fall Back move, or voluntarily by one of its own Move actions, it leaves the battlefield. The unit plays no further role in the game but does not count as destroyed. 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 — sometimes a fighting retreat in the face of overwhelming odds is the only option left. If the unit reaches the table edge by a Consolidation, however, it stops there as normal.
Surrounded. Usually, broken troops are destroyed if they are within 12" of enemy units that are not locked in combat at the start of their Movement phase — take the unit off the board.
Broken and Shaken. Units cannot be broken and shaken at the same time. Therefore, broken units cannot become shaken; the 'broken' condition replaces the 'shaken' condition immediately.
Morale Special Rules
AND THEY SHALL KNOW NO FEAR (Universal Morale special rule) — a distinct rule text for this entry did not survive in the source scan.
FEARLESS (Universal Morale special rule). Units with this ability automatically pass tests to regroup. Fearless units automatically pass all Morale checks for casualties and regrouping, and always ignore any negative Leadership modifiers. If a broken unit receives the Fearless rule, it is not destroyed and will instead continue to fight normally. Broken Fearless units treat the 'broken' condition as 'shaken' and never make Fall Back moves.
Models without a Leadership value always have the Fearless (2) special rule.
Fearless (2). In addition to the normal effects of Fearless, units with the second level of this special rule automatically pass Morale checks with the types terror and pinning. Note that units with the Fearless (2) rule can still be shaken due to other causes than a failed Pinning test.
Fearless (3). Models with the third level of this ability automatically pass all Morale checks.
STUBBORN (Universal Morale special rule). Stubborn resistance against impossible odds is a feature of some races. Stubborn units always ignore any negative Leadership modifiers.
COLD-BLOODED (Universal Morale special rule). Some warriors know no fear but are not blind to their surroundings. They assess their situation coldly and order a retreat if it is tactically sound. A cold-blooded unit can choose to either pass or fail any Morale check with the types casualties, pinning and terror, and can take such tests even if there is no character in the squad. If units with this special rule are caught by a sweeping advance, they are never subject to No Retreat.
Terrain
The galaxy is a vast place with millions of different worlds: ice worlds, desert worlds, hive worlds, feral worlds and many other exotic types of battlefield — from verdant jungles to icy peaks or baking hot deserts, from broad empty plains to sky-scraping towers of plexiglass and plasteel. The terrain covering these worlds can vary enormously — if you can imagine it, then it probably exists somewhere. One factor is common to all of them: they have areas seemingly designed to make it difficult to wage war.
The battlefield is divided into clear terrain and rough terrain, or simply 'terrain'. Terrain provides useful cover from enemy fire, but can also impede the movement of your units. In Warhammer 40,000, terrain is defined by three attributes: the area it occupies (often called its 'footprint'), the cover save it confers to troops, and its type.
- Clear terrain does not affect units in any way.
- Rough terrain can slow down models wishing to move through it, and can sometimes be dangerous to models passing through it. Rough terrain may have any combination of several terrain types — difficult, dangerous, dense, multi-level, and (partial) impassable — a combination of special rules that describe how the rough terrain affects troops. Terrain features that combine several of these types are common (such as a ruin surrounded by woods).
Area / Footprint
Every feature of rough terrain occupies a specific area on the battlefield, not unlike the base of a model. Determine the exact outline of every piece of terrain before the game. Sometimes a terrain feature has clearly marked borders, like in the case of a crater, a stream, or an intact building; other times this might be slightly less clear, as in the case of marshes, woods, or boggy ground.
If the base, body or hull of a model touches the footprint of a terrain feature, or any component of the terrain feature itself, the model is said to be 'within' terrain. It does not matter if the model is in front, inside, or behind the feature, as long as it is in contact with the terrain.
Units that start or end their movement within terrain, or enter terrain during their movement, are called to 'move through terrain'. A unit cannot move through difficult terrain when it performs a Run/Cruise or Flat Out move; if the unit starts in difficult terrain, it cannot perform these actions. Other Move actions and Consolidations are not affected by difficult terrain.
Being in terrain has no impact on the cover save of a unit, except when the unit is shot by an indirect weapon — cover saves are determined by using the line of sight between the shooting and targeted models (see the Shooting phase's section for details). Being in terrain is important for the movement of a unit, and units in terrain can better defend against assaulting foes.
Terrain Types
Difficult terrain. Difficult terrain includes areas of rubble, ruins, low walls, rocky outcrops, hedges, fences, brush and scrub, boggy ground, and streams and other shallow water. Troops can be disorientated or physically slowed by the need to push through or climb over entanglements and obstructions.
Dangerous terrain. Areas of dangerous terrain include hazards such as booby traps, carnivorous plants, toxic vents, razor wire, erupting geysers and the like. A model that moves through dangerous terrain must take a dangerous terrain test. Non-vehicle models roll their dangerous terrain test at the end of their Move action; vehicles test every time they enter a dangerous terrain feature, or start their movement in it, even during Consolidations. Roll a D6 for every model in the unit at the same time — they make only a single test per Movement phase, even if just a single model takes a test. On a roll of 6, the unit suffers one critical hit. The hits are always distributed to the whole unit following the normal rules. Vehicles that suffer a 'Crew Stunned', 'Damaged – Immobilised', 'Destroyed – Wrecked' or 'Destroyed – Explodes' result on the Vehicle Damage table still count as having performed the declared Move action, but the movement is aborted immediately. Consolidations are not affected by dangerous terrain.
Dense terrain. In reality, a wood might be a tangled, overgrown mass of foliage. To represent this thick terrain properly on the tabletop, we must sometimes assume that models cannot see through gaps in the terrain: models cannot draw a line of sight through or beneath terrain that is defined as 'dense'. To represent that troops inside dense terrain take positions from where they are able to fire, disregard the dense type of a terrain feature if you determine the line of sight to or from a model within this piece of terrain — a model can draw a line of sight over any part of the terrain, even if you actually can't see through it.
(Partial) Impassable terrain. Impassable terrain includes deep water, lava flows, steep rocky cliffs, and high walls or buildings that models cannot enter, without any openings. Impassable terrain prevents all movement through it. A part, or even the whole, of a terrain feature can be declared impassable. If the battlefield is densely filled with terrain, it is advisable to refrain from declaring walls as impassable — you can assume that your soldiers have the training and equipment to break through solid walls and treat it as difficult terrain instead, if you deem a terrain piece inappropriate for your soldiers to scale without hindrance. Models in contact with an impassable terrain feature do not count as being in terrain, unless they are also in contact with rough terrain that is not impassable.
Assume that a terrain feature is a solid block without any holes and gaps (this block does not extend to the space above the terrain). If a terrain feature is represented like this on your tabletop, it will be very difficult to position models on it with any degree of precision or safety.
Multi-level terrain. Multi-level terrain includes city ruins, high plateaus, landing platforms, bridges and wraithbone alcoves — if a terrain feature has at least one elevated floor or platform where you can place your models, it is best categorised as multi-level. Such 'levels' should be defined before the game — decide which parts of the terrain belong to which level.
Models in multi-level terrain are not allowed to move up or down a level without performing a Climb action. If the next level is occupied by another model or is impassable, the model cannot ascend or descend at that spot.
Climb (Free action). A unit can climb during any Move action or Consolidation. This action enables every model in the unit to move up or down as many levels as it wishes without any further movement penalty; only the horizontal movement counts against the allowed movement distance, as usual.
Moving units enter the terrain feature on the level of the surrounding area at the point where they make their entrance — this is normally the ground level, but if there is a ramp or a bridge outside, it can be a higher level. If a model enters the terrain in the middle of the area (because it deep strikes or is airborne), it does so on the highest level at the entry point. If the model cannot be placed on the top level, place it on the level directly above or beyond the former position.
There is one minor rule amendment, with huge implications: if two models are placed on two adjacent levels and at least a fraction of their bases/hulls/bodies overlap, they are 1" away from enemy models, in weapon range, or engaged in close combat, if the real distance is not greater.
Distances. Measuring distances in multi-level terrain is often tedious. To make things a little easier, only the horizontal movement counts against the allowed movement distance, as usual.
Blast, Template and Rail weapons. These weapons only hit a single level — this is normally the ground level. Note that even barrage weapons can hit a lower level, to represent bunker busters or other shots that penetrate several storeys before exploding. The controlling player of the firing model can choose one level (after scattering, if applicable); only models on this level are affected by the weapon.
Ruins. This bends the rules of geometry, but makes it easy to decide if two models standing directly one above the other are in unit coherency (they are). Models on different levels that stand on top of each other count as being 4" away; measure the distance to models two or more levels above or below as normal. If a level is not perfectly horizontal, the model can still move up or down without climbing as long as it stays on one level. In order to climb during a Move action, the unit must spend 3" of its movement.
Measuring distances in ruins. During a Consolidation, models on different levels count in every regard as being 2" away from each other.
Assaults in ruins. If you assault a unit on a different level and it is too crowded to place your attacking models, place them on the next lower or higher level as near as possible. The assault was still successful if the assaulting unit would have reached the enemy with its movement (don't forget the 3" reduction for climbing). The enemy unit then piles in as normal and moves down or up into contact.
Terrain Types for Special Unit Types
It is possible to limit the effects of a terrain rule to certain unit types — for example, tank traps may be declared as impassable for vehicles, but merely difficult for other unit types. If a single model in the unit does not ignore terrain, the whole unit is subject to the normal terrain rules.
Ignoring Terrain
Terrain affects only Move actions; it doesn't affect units on clear terrain. A unit that ignores terrain is not subject to the difficult and dangerous terrain rules. It does not have to sacrifice any movement to activate a Climb action, and the unit is still affected by the multi-level terrain type. Units that consolidate ignore terrain. A unit does not receive the increased Initiative from an Alpha Strike if it was assaulted by a unit that ignores terrain this turn.
Cover
Units can use rough terrain to take cover. Cover is described on page 67.
Buildings
The bloody battles of the 41st Millennium often envelop cities, hab blocks, army barracks, mining colonies, research outposts, pumping stations, space ports, defence lines, tribal forts, ancient tombs, sacred shrines and countless other types of building. In the middle of a war zone, such structures are generally deserted and not habitable.
Buildings follow the normal rules for impassable terrain. Therefore buildings that are terrain are impassable and cannot be entered by either side in a standard game, and models cannot go inside it for any reason (the Narrative games section expands the rules for terrain and makes it possible to enter buildings). This is not to say that models will not interact with the building — it will of course block line of sight and provide cover for models sheltering in its lee.
If a defensive structure is part of an army and can be entered by troops of that side, it is called a fortification. Fortifications are not terrain and are explained on page 128.
Remember that jump infantry, jetbikes and skimmers, and other units that can move over impassable terrain, can land on top of a building if the roof itself is not declared as impassable. As usual, a brief discussion with your opponent about the building before the game begins is well worthwhile.
Examples of terrain:
- Deep wood: Difficult, Dense. 5+ Cover save.
- City ruin: Dense, Multi-level. 5+ Cover save.
- Fortified barricade: Difficult. 6+ Cover save.
- Stone wall: Difficult. 4+ Cover save.
- Razor Wire: Difficult, Dangerous. 5+ Cover save.
- Building: Impassable, Partially Impassable (everything but the ladder). 5+ Cover save.
Clear Terrain
Every area of the battlefield that is not rough terrain is clear terrain, sometimes called open terrain, and generally covers most of the battlefield. Clear terrain does not have to be flat — there can be gentle hills and hollows that are not large enough to affect the movement of the unit or grant cover. The term 'terrain' refers unequivocally to 'rough terrain'.
Terrain Special Rules
JUMP (Terrain special rule). Jump troops are equipped with a means to be propelled into the air. They cannot outright fly, but use their velocity to stay above the ground. Jumping units can move over all models and all rough terrain freely during Move actions and Consolidations, and do not have to spend a part of their movement to perform a Climb action in multi-level terrain — they can enter terrain at any point. If they end a Move action in rough terrain, they are affected as normal, though the Gallop/Bounding Leap special rule of units with this ability is not negated by difficult terrain. Units cannot use this special rule during a Ramming move. Note that the unit still gets a cover save from a piece of terrain it ends its movement in or behind — we assume that the squad swoops down when it comes under fire.
AIRBORNE (Terrain special rule). Airborne units are even better at evading obstacles than jumping units. As natural flyers, they are able to hover and move with greater accuracy. Airborne units have the Jump rule; in addition, if a unit ends any move other than a Flat Out or Charge move in terrain, it ignores the dangerous and difficult terrain types as well.
MOVE THROUGH COVER (Universal Terrain special rule). Some units are especially adept at moving through difficult terrain. Units with Move Through Cover can Run/Cruise through difficult terrain, and models with this ability automatically pass any dangerous terrain test.
SKILLED (Universal Terrain special rule). The warrior is highly practised in moving through perilous warzones. Title aside, there are many variants of this ability — Skilled Rider, Skilled Ranger, Skilled Driver, Skilled Pilot — but they otherwise have no ordinary terrain-crossing effect except in the situations their own rule describes; they cannot end a Run/Cruise move in difficult terrain, and must still test in dangerous terrain.
Turn Sequence
The Game Cycle
A tremendous amount of action takes place in a battle: squads are constantly manoeuvring and shooting, tanks rumble into action, and artillery fire roars overhead in a torrential downpour of destruction. In order to turn the chaos into a manageable game, a Warhammer 40,000 battle is fought over a number of game cycles (usually six). In a complete game cycle, the players alternate taking turns moving and fighting with all their units, during which they perform the actions of all their units in the appropriate phases — the Movement, Assault, Shooting and Consolidation phases, to be precise. Exactly what happens in each phase is described later.
The most standard way a Warhammer 40,000 battle is fought is by two players who each fight with all their units in a single turn, as described below. In a classic game of two players, one player will move and fight with his forces first; then his opponent will move and fight until the game cycle is resolved and the next game cycle begins. Hence one game cycle will normally comprise two turns. Because the rules are mainly written for two-player missions, a 'turn' is sometimes referred to as a 'player turn'; whenever a rule uses the word 'game turn', it means 'game cycle'. For convenience, both in this rule book and in the Codex books, if you play a mission with a differing turn sequence, simply replace the term 'player turn' with 'turn' or 'unit turn'.
Who goes first? When does the game end? Who wins? The answers to these questions depend on the mission being played. See page 142.
Turn
During its turn, a unit performs every action the player orders it to, but once its turn is finished, it cannot act again during the game cycle. This process helps everyone keep track of what is going on, and makes it easier to know when one unit's actions are over and a unit of the opposing player can start taking its turn.
Turn order. The order in which units fight during a game cycle can vary quite drastically. Each unit acts precisely once during a game cycle. The order in which units take their turn to move, fight, shoot and then consolidate their positions depends on the mission played. In some missions a unit takes its turn alone, and units of both sides alternate until all units have moved. In other missions, part of the player's units take their turn together — several units share the same turn and act together. The units may be grouped together based on their position on the battlefield, their effectiveness in their last turn, or by the player's choice. If more than two players take part in the game, the turn order becomes even more important. In the overwhelming number of games with two players, the units act in standard turn order.
Standard turn order. In a standard game, both players get a turn: in your turn you move all the models you want to move first, then you fight close combats, and finally shoot with any who can. This means that both forces can fight in an Assault phase.
The Turn Sequence
- The Movement phase. The player can move any of his units that are capable of doing so. See the Movement rules for more details of how to move your forces.
- The Assault phase. Assaults are bloody, desperate affairs where units are fighting in close combat. The Assault rules will tell you more about them.
- The Shooting phase. The player can shoot with any of his units that can see an enemy. See the Shooting rules for more details about how to resolve this.
- The Consolidation phase. When the dust of the fighting settles, units regroup, consolidate their positions, and treat wounded models — a bit of clean-up that sets the stage for the next turn. The Consolidation phase rules will tell you how to resolve all of this.
Turn Sequence Exceptions. There are times when a player is allowed to perform actions during their opponent's turn (fighting in an assault being the most common example). Whatever the reason, the turn sequence always continues as normal.
Keeping Track Of
There are a few things you will need to keep track of during the game:
- The movement speed of a unit influences its shooting performance, and often its staying power in the enemy turn.
- A unit can suffer an effect that bars it from performing certain actions.
- Some models can be wounded several times before they are removed from play; vehicles can be damaged multiple times before they are destroyed. You need to keep track of the number of injuries.
- Counting the game cycles and victory points are small details that are easy to overlook.
During your first games it is helpful to use markers next to the unit in question as a reminder, or to write it down on your army roster or a spare piece of paper. Over time you will get more accustomed to these things.
Controlling player. In most cases, the player who controls the unit that is affected rolls the dice, makes decisions and moves the models.
The opposing player. Several rules refer to the opposing player. In a game with two participants this term is self-explanatory — 'opposing player' refers to the controlling player of the unit in question. In bigger games with more players, a little more clarity is needed.
Upcoming player. If the opposing players are called upon to make a common decision, the upcoming player takes their place and decides alone. The upcoming player is the player who has the next turn, or who controls the units that have the next turn.
In turn order. If more than one player is able to react to a given situation, they have to take turns to resolve the situation: the upcoming player begins and acts with all eligible units; once this 'turn in a turn' is resolved, the player that comes after him acts with his units, and so on. When he has finished, continue with the normal turn. This is called 'to act in turn order'.
It may also be convenient to interrupt a turn because of some event occurring, like a booby trap being triggered. Whatever the reason, after the interruption, the turn sequence always continues as normal.
Movement Phase
Getting models into the right position on the battlefield is often the key to victory — it's probably the most tactically important phase.
Placing Reserves
While the battle escalates, commanders call in reinforcements to bolster weak points or make a surprise push. After counting victory points, it is time to call in the reserves: units that arrive from reserve are placed on the table. Full rules for reserves are given in the Missions & Deployment section.
Initial Actions
Restore Formation. Before you move any units, restore any units that are out of coherency: pick the model that is nearest to this group but not in coherency with it, and move it the shortest possible distance to bring it into coherency with the group. It can act normally after regaining its coherency. You can choose the order in which you work these rules off.
Choose a Move action. You can choose between different Move actions, but a unit is only allowed to perform a single action with the type 'Move' in its Movement phase. Additional Move actions are described on the following pages. Once you have started moving a unit, you may not go back and change the move already made by a previous unit. Measure the allowed movement distance and decide if the unit enters terrain.
Restore Formation (Unit Type: Disengaged, Compulsory). If a unit is not in unit coherency at the start of its Movement phase and is not locked in a close combat, it is forced to move as follows:
- The squad leader and every model that is in coherency with him are not moved.
- Pick the model that is nearest to this group but not in coherency with it, and move it the shortest possible distance to bring it into coherency with this group.
- Repeat this until the unit has completely regained its coherency.
This is a Consolidation and does not replace the normal Move action of the unit.
Initial Actions. After placing your reserves, you resolve every rule that is due before any unit is moved. Start with rules used 'at the start of the game cycle' (if this is the first turn in the cycle), then rules 'at the start of the turn', then actions done 'at the start of the Movement phase'. You can choose the order in which you work these rules off. A notable exception is any rule that influences reserves — these are resolved immediately before any reserve rolls are made. Units that have lost their unit coherency must restore their formation during this step of the Movement phase.
The Movement Phase
The Movement phase is your chance to move your units around the battlefield.
Mission Objectives. The first task in every Movement phase is to check if any mission objectives are fulfilled. The challenge is to fulfil these goals before the game ends. Your units have to endure a whole game cycle in order to score; the player receives victory points for achieving objectives.
Movement Phase Summary. 1. Check mission objectives. 2. Place reserves. 3. Resolve initial actions. 4. Choose a unit to move. 5. Declare which Move action it performs. 6. Move the unit. Repeat steps 4–6 until movement is complete.
Moving Units. In his turn, a player may perform a single Move action with any of his units that is able to act this turn, with all the eligible ones if he wishes, until the player has moved all of the eligible units he wishes to move. Choose a unit to move; you must finish its move before you start to move another unit. Once a unit has completed all of its movement, the player selects another unit and moves that one.
Before you move a unit, you must declare which Move action the unit performs. Once you have started moving a unit, you cannot change the declared Move action.
Measuring distances. Before you start to move the models, you can measure where your models would finish their move. 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, or decide not to move it at all — you don't have to remember the exact distance.
Measuring Movements. You can decide whether you wish to go through terrain while you are measuring. Hold the tape measure horizontally in the air above the model and measure the distance between the model and its destination, pretending the movement was completely flat — you measure only the horizontal movement of the model and disregard any vertical movement. This is an exception to the normal rules for measuring distances. A model must move around obstacles; no part of a model may move through obstacles during the process.
Combat move (Unit Type: Move). A Combat move is the basic type of movement and enables the unit to shoot afterwards. Units can move up to their full Move value in inches for a Combat move (sometimes called 'moving at combat speed'). A Combat move is a careful advance covered by bursts of gun fire.
Run/Cruise (Unit Type: Move). Running is considerably faster than a Combat move. A running unit can move up to double its Move value in inches, but is not able to perform Shooting and Stationary actions until it regains combat-readiness in its Consolidation phase. For motorised units this move is called Cruise, or moving at cruising speed — Run and Cruise are only different labels for the same action. Running units try to close up to the enemy at any cost, or reach a crucial position in time.
Turn (Unit Type: Move, Disembarked). The unit does not move, but the models may turn on the spot. Models may turn during their movement — you can turn every model in the unit in any direction you like, regardless of the model's movement distance. Models turn by pivoting on the spot about their centre-point. If a unit has performed any Move action except Turn, it is called to 'have moved'; if it has performed a Turn or no Move action at all, it is called to have 'remained stationary'. A unit cannot perform actions with the type 'Stationary' until it regains combat-readiness in its Consolidation phase, but is not impaired otherwise — the unit still counts as being stationary even if an individual model has remained stationary while others in the unit moved.
All models in a unit must perform the same Move action, so every model in the unit counts as having moved. All Move actions are subject to the principles below.
Different movement distances. All models in a unit use the Move value of the slowest model.
Models in the way. A model may not move into or through the space occupied by another model (represented by its base or its body/hull), or through a gap between friendly models that is smaller than its own base or hull size. Models in the same unit as the moving model are an exception, and can be ignored, as long as the model does not end its movement on top of another model.
Enemy models. Models in contact fight in the Assault phase. Unless it is performing an assault move, a model may not move within 1" of an enemy model.
Minimum distance. When a unit performs a Move action, it is permissible for a unit to move only a fraction of an inch, or not at all — representing a unit that decides to move but then thinks better of it, or performs evasive manoeuvres. The unit is still subject to all limitations implied by the declared move, no matter which Move action it conducts.
Unit Coherency. When you are moving a unit, you can move the models in any order you like. As you move models in a unit, they can turn around by any amount without any penalty to the distance they are able to cover. If the models have not been in unit coherency at the start of the move, they must end up in coherency nonetheless.
Assault Moves
How a close combat is fought is described in the next section. In order to fight the foe face to face, you must bring your models close to an enemy unit first. In order to initiate a close combat, the unit must execute a Move action with the type Assault.
Declare which enemy unit your unit tries to assault. The first model must be moved into contact with the unit that the Assault move was declared against, ignoring the usual 1" gap. If this is not possible, the model must move into base contact with an enemy model that is not already in base-to-base contact with an assaulting model.
After bringing the first model into contact, the remaining models can assault models belonging to other enemy units, as long as they keep following the rules for moving assaulting models. A model may (but is not obliged to) move into contact with an enemy model that belongs to another unit than the one that is assaulted.
- The most important rule is that each model must end its assault move in coherency with another model in its own unit that has already moved, and out of 1" of enemy units it does not wish to assault.
- If possible, the model must end its movement as close as possible to the assaulted enemy unit.
- If there are no such models in reach, the model is not moved, and the unit may perform a different Move action that is not an Assault move, or remain stationary.
If you follow this sequence, you will end up with all the models in the assaulting unit in unit coherency. The units and models are now 'locked in close combat' with each other. Remember that the assaulting unit is not allowed to break its unit coherency.
Assaulting multiple units. As you move assaulting models, you may find it is possible to reach other enemy units that are close to the one you are assaulting. Remaining models can then assault models belonging to other enemy units, having engaged as many enemy models as possible — though this will obviously limit the potential of this kind of assault.
More Move Actions
The Move actions previously described in this section can be used by every unit in the game. The Move actions below are limited to units with an appropriate special rule.
Charge (Unit Type: Move, Assault, Combat). A Charge is an Assault move and follows the rules described above. A charging unit can move up to double its Move value in inches, but cannot perform Shooting and Stationary actions until it regains combat-readiness in its Consolidation phase (this comes into play if the close combat lasts only one turn and the unit is no longer locked in its Shooting phase).
Engage (Unit Type: Move). A unit that speculates it can break the enemy in a single close combat phase — freeing it to use its weapons afterwards — can perform a more calculated move to engage the enemy. A unit that engages can move up to its Move value in inches. Being in close combat imposes additional constraints on the unit.
Flat Out move (Unit Type: Move). Units moving flat out can move up to triple their Move value in inches. A unit moving flat out is barred from using Psychic, Shooting and Support actions until it regains combat-readiness in its Consolidation phase.
Ramming (Unit Type: Move). See page 126 for details.
Teleport (Unit Type: Move). In rare cases, a special piece of wargear or psychic power from a Codex book allows a unit to make a Teleport move. Not every unit possesses a teleporting device — Grey Knights with personal teleporters, or Necrons using the Monolith's eternity gate, are among these fortunate troops. The details of how a Teleport move is executed vary: a Teleport move might use a fixed movement, or the unit is placed in proximity of a marker. A teleporting unit has the Airborne terrain special rule for this movement, and models in the unit can be placed on any level when entering multi-level terrain. A teleporting unit is barred from using Stationary actions until it regains combat-readiness in its Consolidation phase.
Supersonic move (Unit Type: Move, Support). Not every unit is fast enough to move at supersonic speed. See page 119 for details.
Consolidations
There are situations when a unit has to move in a different phase than the Movement phase, or even in the opposing player's turn. These minor moves are called Consolidations, or Consolidate moves — to make clear that these movements are not Move actions, we prefer the term 'Consolidation'. No Move action has to be declared, and Consolidations use a fixed movement distance that does not depend on the Move value of the unit in most cases. Most Consolidations are either Free or Support actions and can be performed even if the unit is not allowed to move.
Consolidations follow the rules for normal Move actions with the following exceptions:
- A Consolidate move is not affected by difficult or dangerous terrain.
- A stationary unit still counts as stationary after executing a Consolidation.
- Models may not lock another unit in combat while they consolidate.
- Models may end their Consolidation in contact with enemy models, but only if their unit is already locked with the enemy unit.
- Some Consolidations are performed while the unit is locked in combat; being in close combat imposes additional constraints on the unit.
Movement Special Rules
Units may have one or more movement special rules that alter the way they are moving. Whenever a movement special rule is tied to a specific unit type, it is presented in the Unit Types section of this book instead.
FLYER (Movement special rule) — a distinct rule text for this entry did not survive in the source scan.
IMMOBILE (Individual Movement special rule). Some vehicles or structures are not able to move once they are deployed, like Drop Pods or Tarantula sentry guns, or are built in place, like fortifications. Models with this special rule are permanently immobile; this condition cannot be repaired or negated.
RAGE (Universal Movement special rule). Some models are little more than mindless killing machines, incapable of rational thought and only interested in getting to grips with the enemy as soon as possible. As long as any enemy is visible to a model in the unit, it must perform a Charge action and assault the nearest visible unit. The unit ignores this rule while it is broken or embarked, or if no enemy is visible.
FAST (Movement special rule). A fast unit that conducts a Combat or Engage move performs Shooting actions as if it had performed a Turn. A fast unit that conducts a Run/Cruise or Charge move performs Shooting actions as if it had performed a Combat move. In addition, fast units may move flat out.
RANDOM MOVEMENT (Movement special rule, not universal). Their movement is totally unpredictable. Units with the Random Movement special rule roll 2D6 before they move — this is the Move value of the unit for this turn.
FLEET (Movement special rule). There are many variants of this rule (Fleet of Foot, Fleet of Hoof, Fleet of Claw, and so on — title aside, it works the same). Fleet adds 2" to the Move value of the unit's unit type. For example, infantry with Fleet can move 8" during a Combat move and run 16".
AGILE (Individual Movement special rule). Gargantuan creatures and Eldar Titans stride over the battlefield, outpacing any lesser warrior. Agile units use the normal Move value of their unit type for the purpose of Consolidations.
LUMBERING (Universal Movement special rule). Heavy tanks, bloated daemons and mechanical hulks are powerful adversaries, but due to their slow speed or reaction time they can easily be outmanoeuvred. Units with this special rule have a Move value of 15 but also the Lumbering special rule. Lumbering units cannot perform Run and Cruise moves, and units with the Lumbering rule ignore all other movement special rules.
BOUNDING LEAP / GALLOP (Movement special rule). See page 98 for details.
DRAW BACK (Movement special rule). A unit with this ability may make Draw Back moves in its Consolidation phase, as described on the previous page. If there is a single model in the unit without this special rule, the unit must take a Morale check (ability) at the start of its Movement phase; roll only once for the whole unit.
RAM (Movement special rule). See page 30 for details.
SUPERSONIC (Movement special rule). See page 119 for details.
Some units are touched by Chaos, or use technology that is prone to malfunction: such a unit still moves as normal, but a relevant test is modified by -1. If it fails the test, the only effect is that the model suffers a Hull Breach, and subsequent 'Damaged – Immobilised' results on the Vehicle Damage table are treated as 'Vehicle – Destroyed' instead.
Assault Phase
In an assault, troops storm forward, screaming their battle cries, and finally charge, eager to strike into their foes with knives, claws, bayonets or gun butts in a desperate close combat. All involved units try to close up to the enemy to bring the weight of their numbers to bear and take advantage of a superior position.
Troops who are assaulting well-entrenched enemies are at a massive disadvantage: they are subject to deadly salvos of close-range fire as they slowly struggle to get to grips with their foe, and can be suddenly ambushed by enemies that are ready for them. Similarly, troops that are already involved in a melee are vulnerable to enemy reinforcements that take them in the back. There may be several separate assaults being fought simultaneously in different parts of the battlefield.
Assault Phase Summary
- Defenders React. The upcoming opposing player picks one of his units that have been assaulted; the opponent moves all of the models in the unit into base contact with the enemy, or at least into position to be engaged. He picks another unit and repeats until all his assaulted units have moved. The next opposing player repeats these steps until all opposing players have moved their units.
- Pile-In. If units are still locked in close combat, go directly to pile-in moves.
- Fight Close Combat. All players check which models are engaged. Resolve damage in Initiative order: engaged models roll to hit, wound and take saving throws as required.
- Break Up. To determine assault results, total up wounds inflicted. The side which suffered the most wounds overall in the combat is the loser. The loser has to pass a Morale check or falls back. The winners may then consolidate their position.
If two units are in base-to-base contact at the start of the Assault phase, they are involved in the same close combat or assault. The player whose turn it is can choose what order to resolve the combats in, completing each combat before moving on to the next combat. Repeat until all combats have been resolved. Units falling back from close combat must test to see if they successfully break off — if they fail, they are destroyed.
Alpha Strike
(Unit Type: Combat, Support)
A unit that was assaulted may execute an Alpha Strike if it is not locked in combat with another unit from a previous turn, and at least half of its models are in terrain. A unit that makes an Assault move may execute an Alpha Strike if it is only in contact with enemy units that are already locked in combat from a previous turn.
Models in a unit that performs an Alpha Strike have an Initiative value of 10 for actions with the type 'Strike' during this turn. A unit may perform this action even if being locked in combat normally bars it from performing Support actions.
Defenders React
Assaults are not static, and an enemy unit is not passively standing by when it is charged — releasing a last burst of gunfire at the enemy's position, or throwing grenades to drive the enemy from a well-fortified position at the last moment.
Pile-In
The players controlling the units that have been assaulted this turn must move any member of these units that is not yet in base contact with a foe towards the enemy. This move is called a Pile-In move.
Pile-in (Unit Type: Disembarked, Disengaged, Support, Compulsory). A unit conducting a pile-in move makes a 6" Consolidation to bring more models into contact with the enemy. Similar to an Assault move, the model must move into base contact with an enemy model it is locked with that is not already in base-to-base contact with a model of the unit.
- Each model must end its pile-in move in coherency with another model in its own unit that has already moved, or is in base contact with the foe.
- If possible, the model must end its movement as close as possible to a unit it is locked with, and in unit coherency.
- If there are no such models in reach, this is not permitted; the unit acts as normal and tries to restore coherency later, even if the unit may end up out of coherency after following this procedure.
Each model must end its move out of 1" of enemy units its unit is not locked with. Models that are already in contact with an enemy model are only moved if they are, at the same time, within 1" of an enemy unit they are not locked with. The players move their units in turn order.
Locked in Combat
If two models are in contact, their units are 'locked in close combat', or 'locked'. Units stay locked in combat during the whole Assault phase, even if their models are no longer in contact. If two units get into contact by any other means, this can only happen after an Assault move.
Units that are locked in combat cannot be targeted by Shooting actions or Ramming moves.
Multiple Combat. When a unit is locked with more than one enemy unit, they fight in the same multiple combat. Determine which units are part of a multiple combat after making pile-in moves. If these enemy units are locked with several units themselves, the multiple combat gets even bigger — a unit is locked with every enemy unit that takes part in the same multiple combat, even if they have no models in contact.
Moving and Shooting Into & Out of Close Combat
Units that are locked in combat cannot perform actions of the following types: Move, Shooting, Strike, Compulsory. There are some movement constraints for units within 1" of an enemy unit they are not locked with.
The events in a close combat move too quickly, and the warriors themselves will be understandably hesitant about firing on their comrades (they may end up in the same straits soon enough after all), while especially twisted and soulless commanders may wish their warriors to fire indiscriminately into the middle of close combats in the hopes of hitting the enemy — but this is not permitted.
If a locked unit is accidentally hit by a template, blast or rail weapon, it suffers only a single hit, regardless of the actual number of models under the marker/line.
Non-standard turn order: in a game with more than two turns per game cycle, additional rules are necessary.
Who Can Attack?
Close combat is a swirling melee of troops leaping, spinning, hacking and slashing at one another. Not every model in a locked unit may attack — in order to do so, a model must be in close proximity to the enemy.
The following models in a locked unit are said to be 'engaged' in combat and must attack:
- Models in contact with an enemy model.
- Models within 3" of a friendly model of the same unit, which itself is in contact with an enemy model.
Any models left unengaged cannot attack this turn, but they can still be killed by the enemy, and the result of the combat will still affect them. Working out which models are engaged in combat is done at the start of the fight, after every pile-in move, and will not change until its end. This will help you remember once the dice start rolling, but casualties may make it difficult to remember as the fight continues — especially in a large combat, you may find it useful to turn unengaged models so that they are facing away from their opponents, to make the distinction clear.
Attack (Unit Type: Combat, Strike, Compulsory). A model must attack in its own turn, and — in a game with standard turn order — in the opposing player's turn as well. Models must attack in the Assault phase of their unit and can choose their target unit freely; the models must direct their attacks towards these units.
Models can only attack in an opponent's Assault phase if they are engaged with a unit that acts in that turn. If a model is only engaged with units that do not act in this turn, the model may not attack — they are considered too focused on fighting to be worried about being shot at! Units that are locked in close combat do not have to take Morale checks (pinning), and Morale checks for casualties and terror resulting from Shooting actions.
STRIKE. In close combat, a model's Initiative characteristic determines who attacks first — the moment a model attacks is determined by its Initiative value.
Who Strikes First?
It's all in the reflexes when it comes to close combat — slow, lumbering opponents can be quickly dispatched by a faster and more agile foe. Models make their attacks when their Initiative value is reached, starting with the highest and ending with the lowest. Work your way down the Initiative values of models engaged in the combat: when their Initiative value is reached, models with that Initiative who are still alive can attack, 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.
It does not matter if all enemies that a model was engaged with have been killed — if a model was engaged at the start of the fight (and is still alive when its turn to attack comes), it can still attack.
Always Strike First/Last. Attacks of models which always strike first are resolved even before attacks with Initiative 10. Conversely, models which always strike last attack after models with Initiative 0. If a model has both rules at the same time, they cancel each other out.
Example: A squad of Space Marines (Initiative 4), including a Captain (Initiative 5), is assaulted by a brood of Genestealers (Initiative 6) and a Carnifex (Initiative 3). The Genestealers strike first at Initiative 6, followed by the Captain at 5, then the Space Marines at 4, and the Carnifex striking last at Initiative 3.
Example: A unit of Orks assaults a squad of Imperial Guardsmen that were already locked in combat with a unit of pesky Gretchin; the boss is equipped with a power claw that always strikes last, and disregards his own high Initiative altogether, striking after the guardsmen.
Note that certain situations, abilities and weapons can modify a model's Initiative.
Number of Attacks
Each engaged model strikes with the number of Attacks (A) on its characteristics profile, plus the following bonus attacks:
- +1 Assault Bonus: Engaged models who assaulted this turn get +1 attack.
- +1 Two Weapons: Engaged models with two single-handed weapons (typically a close combat weapon and/or pistol in each hand) have an extra +1 attack. Models with more than two weapons gain no additional benefit — you only get one extra attack, even if you have more than two weapons.
- Other bonuses: Models may have other special rules and wargear that confer extra attacks.
Note that bonus attacks are an exception to the rules for a characteristic's maximum modifiers, and may bring a model's total attacks above 10.
Models that were engaged with more than one enemy unit at the start of the fight may split their attacks freely between those units. Declare how they are splitting their attacks before rolling to hit.
Example: A unit of five Space Marines with bolters normally roll five dice for their attacks in close combat. If they were assaulting, they would roll ten dice (1 Attack +1 for assault = 2 each) for assaulting.
Rolling to Hit
To determine whether hits are scored, roll a D6 for each Attack a model gets to make. The dice roll needed to score a hit on your enemy depends on the relative Weapon Skills of the attacker and the target. Compare the WS of the attacking model with the WS of the target unit (or the Majority WS of the engaged models if the unit contains models with different characteristics), and consult the To Hit chart to find the minimum score needed on a D6 to hit.
It is worth explaining the mechanics behind the chart: if the attacker's WS is equal to or slightly lower than the target's, the attacker hits on a 4+. If the attacker's WS is slightly higher than the target's, he hits on a 3+. If the attacker's WS is twice as high or higher, he hits on a 2+. If the target's WS is twice as high as the attacker's, he hits on a lousy 6+. (See the Close Combat To Hit chart earlier in this document; an 'N' means the attack has no effect, and an 'A' means it hits automatically.)
Note that even models that cannot perform Combat actions themselves can use their WS to defend against attacks.
Basic Attack
If a model has no other close combat weapon, it can attack with the profile below. This represents kicks, blows with bare fists, attacks of last resort like the acid splash of a Space Marine, or attacks with minor weapons like knives, bayonets or clubs that are not sufficiently lethal to warrant having a profile of their own.
| Name | Range | Strength | AP | Type |
|---|---|---|---|---|
| Basic attack | – | S | – | Combat, Two-handed |
Weapons are explained from page 78 onwards. If a model is equipped with different weapons, it must declare one of them as the primary weapon when it attacks; the model uses only the rules of this primary weapon for its attacks. It can use another weapon as a secondary weapon to claim the +1 attack bonus for two close combat weapons.
Combat Drill
(Unit Type: Free)
Some squads place more emphasis on acting in unity than on the fighting prowess of individuals. Every model in the unit attacks at the Initiative value of the model with the lowest value (or together with models that always strike last). This may be advantageous for a unit that contains models with several different Initiative characteristics, and speeds up the game. A unit can perform this action before any model in the same combat has made its attacks.
After removing the casualties, follow the rules of the Damage section to resolve the hits: each attack that hits has a chance to wound, and the wounded model gets a chance to save.
Determine Assault Results
Assaults are usually decisive: one side or the other quickly gains the upper hand and forces back their foe, but the casualties that each side inflicts are usually the most telling factor. To decide who has won the combat, total up the number of wounds lost by each player's units. Only the side (or sides, if it is a draw) that suffered the most wounds has lost the assault; if one side destroys the enemy, it wins automatically. If both sides score the same number of wounds, no unit must take a Morale check — the combat is effectively drawn, and no further account is made of the unit's defeat.
Note that wounds that have been negated by saving throws or other special rules do not count, nor do wounds in excess of a model's Wounds characteristic. Wounds inflicted by actions that are not of the type Combat do not count for this purpose either. Glancing and penetrating hits against a vehicle count as a single unsaved wound for the combat result.
Multiple combat. When determining assault results in a multiple combat, total up the number of Wounds lost by each side during the Assault phase. The unit that has lost the least amount of Wounds is the winner. In a multiple combat with more than two losing sides, all other sides have won the combat.
Loser Checks Morale
Units that lose a close combat must take a Morale check (casualties) to hold their ground. Units taking this Morale check (casualties) suffer a -1 Ld modifier for each wound their side has lost the combat by.
Example: An Imperial Guard squad has lost an assault. They would normally require a 7 or less to pass the Leadership test, but since they have lost the fight by a difference of 3 Wounds, they now require a 4 or less in order to hold their ground.
If the test is passed, the unit fights on. If they fail, they must abandon the fight and fall back.
No Retreat! It's not uncommon for units to be immune to Morale checks of some kind — they may be Fearless, Intangible, or automatically pass them for some reason, or be affected by some other special rule. When such units lose a close combat, they instead suffer a number of critical hits equal to the number they have lost the combat by. Units have one last chance to prevent these hits: the controlling player distributes the hits freely to his units that are subject to this rule. If the player cannot distribute all hits — because he cannot distribute more hits to a unit than the number of its models — any surplus hits have no effect. Once the critical hits are distributed, resolve them as normal.
If one or more units on the losing side are subject to No Retreat, the hits are divided equally between every losing side with units that are subject to No Retreat (rounding up). Every unit on the losing player's side has to check their Morale (they all use the same penalty, as described above). If a unit passes, it fights on; if it fails the test and survives the enemy's sweeping advance, it falls back as described below. If you are playing a game with more than two armies pitted against each other, this is of great importance in multi-player games.
No Longer Locked
A unit is no longer locked in combat in the following situations:
- There are no enemy units left that are locked in the same combat, because they are destroyed or are falling back.
- The unit fails its Morale check and must fall back.
- The unit makes use of a special rule like Intractable or Hit & Run.
Units that are no longer locked, including by sweeping advances, may make a Consolidation.
Consolidate (Unit Type: Disembarked, Disengaged). At the end of a combat, if a unit's opponents are all either destroyed or retreating — its side has won the combat, its side has lost the combat, or neither side has won — units that are locked must make a pile-in move (the same action as at the start of the Assault phase). Any victorious unit that is no longer locked in combat with another unit can execute a Sweeping Advance; if there is at least one enemy unit that makes a sweeping advance, retreating enemy units fall back safely. If no victorious unit performs a sweeping advance, they may instead make a 3" Consolidation.
Sweeping Advance & Fall Back
Sweeping Advance (Unit Type: Combat). If no model in a unit has attacked in this turn, the unit cannot sweeping advance. All units that fall back from this combat must roll a D6: on a roll of 5+, the victors make a Sweeping Advance — we assume that the already demoralised foe is comprehensively scattered. On any other result the unit is destroyed. A unit only rolls once, regardless of the number of units which execute a sweeping advance.
The destroyed unit is removed immediately, its members left either dead, wounded, ripped apart and sent packing, or at best fleeing, hiding, and captured.
Fall Back. A unit which has successfully broken off immediately makes a Fall Back move, as described on page 39. After this movement the unit is broken.
When a unit falls back from combat, if the Initiative of the retreating unit (i.e. the squad leader's Initiative) is higher than the Initiative of every pursuing unit attempting to cut down the retreating enemies, it breaks off from the combat successfully on a roll of 4+. Proceed with the Fall Back move.
Still Locked in Combat
After handling units that have left the combat (fall-backs and consolidations), proceed with units that fight on. A unit is still locked in combat if there are still enemy units that are locked in the same combat.
Pile-In! After the combat has been resolved, units cease to be locked with units they are not in contact with. The player whose turn it currently is moves all his involved units first, making pile-in moves as normal.
Fire Sweep (Model Type: Combat, Strike). See page 101 for details.
Cleansing Smash (Unit Type: Combat, Strike). See page 84 for details.
Charge by Chance (Unit Type: Support, Assault, Combat). See page 77 for details.
Losing Contact Outside of the Assault Phase
If units that are locked in the same combat suffer casualties during any phase other than the Assault phase, it is possible that there are no models left in contact (for example, when one side is destroyed completely). Units that were locked in combat but lose contact with all enemy units during any phase except the Assault phase are no longer locked in combat. These units make a 3" Consolidation immediately, but cannot make sweeping advances retroactively.
When making pile-in moves, retreats and pile-ins, all units of the same multiple combat still count as locked with each other. A large multiple combat may thus fragment into several smaller combats: if a unit cannot reach any enemy unit it is locked with, it is no longer locked in close combat and makes a 3" Consolidation instead, but the enemy unit can consolidate normally.
In multi-player games the units are moved in turn order. The player whose turn it currently is starts with his units, and the remaining players proceed in turn order. Once all units have moved, this interrupts the normal turn sequence; note that this takes place after every other action.
More Combat Actions
The following actions cannot be performed by every unit — the unit needs a special rule that explicitly allows it to use these actions.
MONSTROUS (Individual Close combat special rule). See page 101 for details.
INTRACTABLE (Universal Close combat special rule). The offensive capabilities of tanks, aircraft and large, torpid creatures without weapons are limited in close combat. Models with this special rule, and their units, cannot perform Combat actions — they cannot attack, execute Alpha Strikes or sweeping advances, and their units cannot assault. The best thing they can hope to achieve is to dodge enemy strikes and keep the opponent scarcely at bay.
Intractable units cannot be bound in close combat. If an intractable model has a WS characteristic in its profile, it uses this value for its own attacks or any other purpose. However, intractable models never use their WS characteristic when they are attacked — instead they have WS 0 if they count as stationary, and a mighty WS 10 if they count as moving. If they are not locked with another unit or pile-in, they can still use their WS to defend, and enemy units can assault them as normal.
A unit with this rule that is not locked in combat and is assaulted by the enemy makes a Morale check (ability). If the test is passed, all models in the unit get the +1 assault bonus to their attacks. If the test is failed, nothing happens and the models remain locked in the fight.
Units that were formerly locked with an intractable unit stay locked with other units and must use their pile-in move to move 1" away from the intractable unit. If they were only locked with the intractable unit, they automatically cease to be locked after calculating the combat result — they can consolidate, but must move out of 1" of the unit.
The wounds, glancing and penetrating hits the intractable unit received count towards the combat resolution. Intractable units are not subject to No Retreat or sweeping advances, and cannot make a Consolidate move.
FURIOUS CHARGE (Universal Close combat special rule). Models with this skill are known for the wild ferocity of their assaults. In a player turn in which they assaulted into close combat, they add +1 to both their Initiative characteristic and the Strength of their primary weapon when resolving Strike actions.
HIT & RUN (Universal Close combat special rule). Models with this ability may choose to leave close combat in the Assault phase after resolving Morale checks, but before making any consolidate moves. A unit with Hit & Run that has fought a close combat in its own turn — and is not locked with another unit or pile-in — must take an Initiative test. If the test is passed, the unit breaks from combat and immediately makes a 3" Consolidation. This break-off move is not subject to sweeping advance, and this ability does not affect sweeping advances.
COUNTER ATTACK (Universal Close combat special rule). Troops with this skill believe that attack is always the best form of defence. If assaulted, they will spring forward themselves and counter-attack the charging enemy, exactly as if they too had assaulted that turn (but with no other advantage that might result from an assault).
HULK (Individual Close combat special rule). See page 101 for details. A model with this special rule gains the ability to make a Draw Back move in the Consolidation phase of the same turn (see page 74). Note that units that have charged, or are stunned, are not able to draw back in the same turn, as this is a Support action.
Shooting Phase
As the two armies engage each other, guns thunder ceaselessly with plasma blasts, shells and shrapnel raining down on both sides. In a Warhammer 40,000 battle, we split up the firing so that units fire during the Shooting phase of their own turn. Enemy units fire back in their own turn. Any and all of your units that act in this turn may fire. You can choose any order for your units to shoot, but you must complete all the firing by one unit before you move on to the next.
Check Line of Sight & Choose a Target
A firing unit can choose a single enemy unit that is not locked in combat or embarked on a transport as its target. The whole unit has to direct all Shooting actions at this target — you may not split fire between two or more target units unless the unit has an appropriate special rule. Each model in the unit can carry out a different kind of Shooting action, however.
In order to select an enemy unit as a target, at least one model in the firing unit must have line of sight to at least one model in the target unit. If no models have line of sight, then a different target must be chosen. Line of sight literally represents your warrior's view of the enemy — they must be able to see their foe through, under or over the tangle of terrain on the battlefield. Of course your models are made of resin or plastic, so they can't tell you what they see — you'll have to work it out for them.
In some cases it will be obvious — if there is a hill or a tank blocking their view, the enemy may be blatantly out of sight. In other cases two units will be plainly in view of each other, as there is nothing at all in the way. Many times, however, it will be more difficult to tell if line of sight is blocked or not, so players will have to stoop over the table for a 'model's eye view'. This means getting down to the level of your warriors, taking in the view from behind the firing model to 'see what they can see'. You will find that you can spot lurking enemies through the windows of a ruined building, and that high vantage points become very useful for the increased line of sight that they offer.
Line of sight must be traced from the eyes of the firing model to any part of the body or hull of at least one of the models in the target unit; it cannot be traced to the model's base. If not specified otherwise, models have a 360-degree firing arc and hence can fire in any direction. There are two important exceptions to the rules for line of sight: dense terrain and intervening models, as described on page 43 and page 69.
If the players are not sure, or cannot agree, whether a model can be seen by the firer, we suggest the use of the Most Important Rule — roll a dice for the firing model: on a 4+ the target is visible, on 3 or less it is not.
Shooting Actions
Normally each model in a firing unit can carry out a single Shooting action. Some models, including vehicles, monstrous creatures and bikes, may be able to perform more than one Shooting action, as detailed later. The most basic Shooting action is to fire a weapon; more Shooting actions are introduced later, but they all follow the rules in this section.
The shooting process can be summarised in five steps. Once you've completed this sequence with one of your units, select another and begin at step 1 again. Once you have completed all five steps for each unit in your army (or the group of units that can act in this turn), you've finished shooting and can go on to the Consolidation phase.
Shooting Phase Summary
- Check line of sight & pick a target. Pick one of your units, check its line of sight and choose a target for it. All models in the unit that can see at least one enemy model in the target unit may open fire.
- Declare shooting actions and check range. At least one target model must be within range of the weaponry of your firing models. The player must declare which weapons are fired.
- Determine target's protection. To see how hard a unit is to hit, determine its Cover save and its Evasion value.
- Resolve the damage. Roll to hit and subsequently to wound. Enemy models can take saving throws to prevent casualties.
- Enemy takes Morale checks. Units that suffer heavy casualties must test if they stay their ground or fall back.
Which Models Can Fire?
Units that remained stationary, or made a Combat or Engage move in the Movement phase, can perform Shooting actions in the Shooting phase. It doesn't matter if the unit has fought a close combat in the Assault phase or not, as long as the unit is no longer locked in close combat.
All models in the firing unit that can see at least one model in the target unit, ignoring any models with a base, may fire. A player may choose not to fire with some of its models if he prefers (as some models may have one-shot weapons, for example). This must be declared before checking range, as all of the models in the unit fire at the same time.
Check Range
When you're checking range, simply measure from each firer to the nearest visible model in the target unit. Any model in the firing unit that is found to be out of range of all of the models it can see in the target unit misses automatically.
All weapons have a maximum effective range, which is the furthest distance they can shoot. If a target is beyond this maximum range, the shot misses automatically. This is why you have to choose your target before measuring the range.
Examples of weapon ranges:
| Weapon | Maximum Range |
|---|---|
| Laspistol | 12" |
| Boltgun | 24" |
| Autocannon | 48" |
Declare Shooting Actions
Whether a unit has moved or not can make a big difference to its firing. Some weapons require the warriors to hold a position, take up firing stances and aim at their targets properly. Other guns are so heavy that they can only be used if their firers halt completely to brace themselves or set up their weapons on the ground. This is explained in more detail in the Wargear section later, but for the time being it is enough to know that a model that remained stationary has the option to execute a Heavy fire action and use weapons that cannot be fired by a normal Fire action.
Fire (Model Type: Shooting). A model performing this action can fire a single weapon of the type Assault, Pistol or Rapid Fire.
Heavy Fire (Model Type: Shooting, Stationary). A model performing this action can fire a single weapon of the type Assault, Heavy, Pistol or Rapid Fire. A model that performs this action multiple times can even shoot ordnance weapons.
Declare which Shooting action each model performs, and which weapon it uses for it (if it is equipped with more than one weapon). No weapon can be fired more than once per phase, regardless of the number of actions the model has at its disposal.
Determine Evasion & Cover Save
Cover. A position in cover shields troops against flying debris and enemy shots, enabling them to get their heads down or crawl amongst rocks and (hopefully) avoid harm. Because of this, units in or behind cover get a cover saving throw against Shooting actions. What counts as cover? Cover is basically anything that hides a target or protects it from incoming shots — for example, a soft obstacle (like a hedge) that would hide soldiers behind it, but would not even slow down enemy shots, confers a 6+ save; purpose-built fortifications confer a 4+ save; most other things confer a 5+ save. More detail can be found in the Cover Chart below.
Cover Chart:
| Cover Type | Save |
|---|---|
| Razor wire, wire mesh, high grass, crops, bushes, hedges, fences | 6+ |
| Models on a base, trenches, gun pit, tank traps, emplacements, sandbags, barricades, logs, pipes, crates, barrels, hill crests, woods, jungles, wreckage, craters, rubble, rocks, ruins, walls, buildings, wrecked vehicles | 5+ |
| Fortifications, model is not visible | 4+ |
When are models in cover? To make it easy to determine the cover save of a model, only the perspective of the firing unit's squad leader is used — we assume that the leader directs the fire of the squad from an advantageous position. If a model can fire multiple weapons from different points of its hull or body, the line of sight is drawn from the weapon of the owning player's choosing. When any part of the target model's body or hull is obscured from the point of view of the squad leader, the target model is 'in cover'. This is intentionally generous, and represents the fact that the warrior, unlike the model, will be actively trying to take cover.
Firers may of course shoot over intervening terrain if they are tall enough, or high up on some terrain piece, so that their line of sight is completely clear. To check the squad leader's line of sight, take a good look from behind his head, and 'see what he sees'. Note that it is not important whether a model is within terrain or not — indirect weapons follow different rules (see page 86).
Partial cover. Sometimes a unit will only be partially in cover, which means that some of its models are in or behind cover and some are in the open. Sometimes models of the unit are even in different types of cover, or completely out of sight.
Units partially in cover. Determine the cover saves for every model in the unit, and then use the Majority cover save for the saving throws. Models that are completely out of sight of the firing unit's squad leader have a 4+ cover save for the purpose of determining the Majority cover save of a unit.
Going to Ground (Unit Type: Support). If warriors come under heavy fire, they may decide to keep their heads down and stay alive a little longer while they wait for reinforcements. Units 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. Large creatures and walkers do not go to ground, but they brace for impact to the same effect.
Declare that the unit is going to ground after ranges are measured, but before any rolls are made. The drawback of going to ground is that the unit becomes shaken after resolving any Morale checks — this may force the unit to take a Morale check for heavy casualties. Units with no vehicles except walkers can perform this action when they are targeted by Shooting actions of an enemy unit. Note that shaken units cannot carry out further Support actions, including this action; thus a unit can only go to ground once per turn — it becomes shaken only once.
Note as well that a unit that has gone to ground to avoid fire from pinning weapons, and fails its Pinning test, loses the bonus.
Intervening Models
The models on the battlefield are not static. The situation in the Shooting phase of the game is only a snapshot of the action taking place down there — there might be no firing corridor to shoot right now, but there might have been one some instances ago. However, in Warhammer 40,000, models do not follow the same rules for line of sight, cover and wound allocation as terrain.
Line of sight. Firing models can always draw a line of sight through all models with a base, just as if they were not there. Models without a base block line of sight exactly like terrain, even when they are part of the shooting or targeted unit.
Intervening units. A model intervenes if it partially hides at least one model of the target unit from the eye of the attacking unit's squad leader. If such a model exists, the whole unit is called an 'intervening unit'. Both the target unit and the intervening unit must contain models with a base.
If the Majority Armour Save characteristic of the intervening unit is higher than the Majority Armour Save of the target unit (other saves do not count), you can declare that one of your intervening units performs a Look Out, Sergeant action.
Look Out, Sergeant! (Unit Type: Support). When a unit is shot at, it cannot make use of the directed hits special rule — Look Out, Sergeant! cannot be used to protect a unit that has used this action itself in the same turn.
Directed hits. If a unit shoots through an intervening unit, for every passed cover save, before any saving throws are rolled, the intervening unit suffers one critical hit.
Cover saves. Models without a base grant a cover save of 5+ to models partially hidden by them; this save can be improved by Stealth. If a model is invisible to the squad leader of the firing squad because it is completely concealed by a model without a base, it gets the normal 4+ cover save for invisible models. Models without a base are normally tough enough to survive being used as cover unscathed, even if they are completely hidden by them.
Models with a base do not normally give other models cover. Models with a base that want to protect friendly units behind them have to actively form a human (or alien) wall — instead of doing the wise thing and going into cover, a unit can choose to stand upright in the face of incoming fire and take a bullet for their comrades behind them. Warriors go actively into cover — they lay down flat on the ground, cower into the shade, or lean cautiously against walls. They cannot do any of this behind the leg of a Dreadnought. However, in Warhammer 40,000 the truth is more often than not less heroic: soldiers are simply forced to be meat shields for their ruthless overlord. When such a model exists, it receives a 3+ invulnerable save against these hits.
Flyers and skimmers are too fast to block the line of sight for more than a second, and even walkers or monstrous creatures shift their positions often enough to be unreliable cover. If you field squadrons of vehicles, take some time to think about an effective formation that maximises the number of firing weapons while the vehicles conceal each other as much as possible. We can assume that their posture on the base is only an approximation of their real stance. Units with the Swarm rule cannot perform this action either.
Roll to Hit
To determine if the firing models have hit their target, roll a D6 for each shot of a model that is in range. The dice score needed to hit will depend on how accurate the firers are, as shown by their Ballistic Skill characteristic (BS), analogous to the defending model's WS — the harder the target is to hit, the higher its Evasion Value (EV).
Even the lousiest marksman can hit an immobile battle tank in front of him. The real challenge is to hit a small, yet fast-moving target. A note to existing players: veterans of previous editions of Warhammer 40,000 will recognise that a Space Marine with Ballistic Skill 4 needs a 3 or more on a D6 to hit (7-4=3) by the old method; to determine the same result under the Evasion system, start with a base value of 3 and apply the following modifiers.
Evasion Chart. Base Evasion value: 3.
Modifiers:
- Target unit is massive: -1 (easier to hit)
- Target unit is swarm: +1 (harder to hit)
- Target unit has remained stationary: -1 (easier to hit)
- Target unit is jink (moved this turn): +1 (harder to hit)
Tanks, walkers, super-heavies and fortifications are all massive; their silhouette is very compact, which makes them easy targets. Smaller creatures like Tyranid Rippers or Gretchin are a different beast, and are far more challenging to hit.
Stationary. A unit that remained stationary in its last Movement phase suffers a -1 penalty to its EV (i.e. easier to hit) — only Move actions count as movement for this purpose; note that Consolidations do not count as movement. We assume that a squad that forfeits the advantages of remaining stationary makes use of defensive techniques that are sufficient to make it considerably harder to hit if it moves instead.
Jink. Some exceptionally fast or dodgy units, like bikes and fast skimmers, are even harder to hit than normal moving squads — it is more likely to miss than to hit a moving jetbike that evades incoming fire with stunning jinks. If a unit that consists exclusively of models with the Jink special rule has moved in its last Movement phase, its EV is modified by -1 (i.e. harder to hit). If the unit contains one or more models without this trait, the modifier does not apply.
The EV of a unit is never better than 3 if the squad leader of the firing unit is within 12" of the target unit. You have to determine it every time the unit is fired on, because it can change during the course of the game. You can use this method and apply the Evasion value modifiers directly to the result.
Example: A stationary Space Marine Dreadnought is shot at. The walker suffers the -1 modifier for being massive and the -1 modifier for being stationary. It has an EV of 1 against this shooting (3 - 1 - 1 = 1). The Space Marine needs a 4 or more on a D6 to hit (3+1=4).
Example: A moving Eldar Falcon has EV 3, as it receives the +1 jink and -1 massive modifiers (3 + 1 - 1 = 3).
If he misses nonetheless, it is most likely due to a jammed weapon or a non-starter.
Point blank range. When being targeted at point blank range, even the fastest creature cannot dodge the shots — the target's Evasion value is never better than 3 when a unit fires at point blank range.
Flyer. Due to their high speed, flyers always have an EV of 6 that is not further modified.
Massive. Massive models are not only huge, but easier to hit for it; massive models are subject to additional rules for ramming and the use of grenades. The EV of a unit with at least one massive model is modified by -1.
Swarm. Swarms are exceptionally hard to hit, even if they come in great numbers, and receive a +1 modifier on their EV.
A note to existing players: veterans of previous editions of Warhammer 40,000 are familiar with another method of calculating the score needed to hit — subtracting the BS of the shooter from 7. When the Space Marine is firing on a moving Necron Catacomb Command Barge, you need to apply the modifier for a moving unit with jink (+1); it does not matter how far the unit has moved as long as it counts as moving.
Example: If the shooters are a unit of five Imperial Guardsmen with a BS of 3 and the target is a unit of stationary Ork Lootas (Evasion value 2), each roll of a 4 or more would score a hit; you would roll five dice and each roll of a 3 or more would score a hit. If the Guardsmen were firing on a moving unit of Eldar jetbikes, each roll of a 5 or more would score a hit. Jetbikes have the Jink rule and add +2 to their Evasion value if they are moving, which amounts to an EV of 4 (2+2). If the Guardsmen were moving into 12" of the jetbikes and were shooting again, the target's Evasion value is never better than 3 when a unit fires at point blank range.
(See the Shooting To Hit chart earlier in this document to cross-reference the firer's BS with the target's EV and obtain the minimum D6 roll needed to score a hit. Note that N means the shot has no effect, and A means the shot hits automatically.)
Heavy Casualties
When a squad suffers heavy casualties, less disciplined troops tend to break, but even well-trained soldiers may recognise that they fight a losing battle and that an ordered retreat is the best option. A unit losing 25% or more of its models from a single shooting unit during an opponent's Shooting phase must pass a Morale check (casualties), to check if the target unit holds its ground or withdraws.
The test is taken immediately after all shots from the shooting unit are resolved. A unit that is already broken, or is locked in close combat, does not have to take this test. A unit must take only a single Morale check (casualties) in a turn — casualties not resulting from Shooting actions are not factored in. Count the number of models before and after each enemy unit's shooting if you are in doubt whether the unit has to take the test; we recommend you place one of the casualties next to the unit until the end of the phase to indicate that the unit has already taken its test.
Example: A unit of ten troops suffers two casualties from enemy shooting; it has to take a Morale check now, which it promptly passes. It does not have to take another Morale check this turn. The unit, now eight strong, takes fire from another unit and suffers two more casualties, so it takes no Morale check.
A unit that fails the test is broken and must Fall Back immediately, as explained on page 39. After resolving all shots from an enemy unit, start with the next unit until no unit is left that may shoot during this turn. After removing the casualties, follow the rules of the Damage section to resolve the hits.
Shooting Special Rules
MASSIVE (Individual Shooting special rule). Their sheer size and bulk mean they cannot take advantage of cover as well as infantry and smaller vehicles. At least 50% of a massive model that is being targeted needs to be hidden from the point of view of the squad leader of the firing unit for the model to claim to be in cover. Massive models never get cover saves against Indirect weapons for being in terrain, though they can still use cover saves granted by wargear or special rules that let them count as being in cover against indirect weapons.
FLESH & STEEL (Individual Shooting special rule). See page 100 for details.
JINK (Shooting special rule). Units that consist solely of models with the Jink rule modify their Evasion value by +1 if they have moved in their last Movement phase.
Divide Fire (Model Type: Shooting, Stationary, Disembarked). The targeting system can direct the weapons to target several enemies at the same time. A model with the multi-targeting rule can spend one of its Shooting actions to perform a Divide Fire action. The model is then able to target any number of different units with its remaining Shooting actions.
Example: A stationary tank with multi-targeting (2) can fire four weapons on a single target, or fire three weapons on different targets — it could fire two weapons and divide its remaining fire, using one on a different target.
Defensive Fire (Unit Type: Shooting, Support). See page 105 for details.
GUNSHIP (Individual Shooting special rule). See page 74 for details.
Covering Fire (Model Type: Shooting, Support). Some units are able to perform defensive manoeuvres at breakneck speed. This complex coordination takes extra time, though. See page 77 for details.
Draw Back (Unit Type: Shooting, Disembarked). A unit with the special rule of the same name may make a Draw Back move in its own Consolidation phase. Draw Back is a Shooting action, but it is carried out in the Consolidation phase; note that a unit that cannot perform Shooting actions cannot make a Draw Back move either. Roll 2D6: the unit is able to make a Consolidation of up to a number of inches equal to the total.
AERIAL ASSAULT (Individual Shooting special rule) — a distinct rule text for this entry did not survive in the source scan.
Bombardment (Model Type: Shooting, Disembarked). A model performing this action can call down an artillery strike, or use weapons that are so cumbersome that even vehicles need to remain stationary to fire them. A model that executes a Bombardment action cannot perform any other Shooting actions in that turn. See page 127 for details.
SLOW & PURPOSEFUL (Individual/Universal Shooting special rule). Slow and purposeful models have the individual special rule Relentless (see below) and the universal special rule Lumbering (see page 54).
Repair (Unit Type: Shooting, Disembarked). See page 116 for details.
Shock Wave (Model Type: Psychic, Shooting, Disembarked). See page 127 for details.
TANK HUNTER (Universal Shooting special rule). Tank Hunters are especially skilled at finding and exploiting weaknesses in the armour of enemy vehicles. They add +1 to their Armour Penetration rolls whenever they hit a vehicle (both at range and in close combat) with the Tank special rule.
SWARM (Individual Shooting special rule). Unlike common infantry, units that consist solely of models with the Swarm special rule get a +1 modifier for their Evasion value, even if they come in great numbers. Swarms have the Eternal Warrior (1) and Vulnerable to Blasts/Templates special rules.
NIGHT VISION / ACUTE SENSES (Universal Shooting special rule). Warriors in certain parts of the galaxy have developed nocturnal tendencies by fighting in perpetual night, or perhaps carry equipment that gives them such abilities. There are three levels of Night Vision/Acute Senses; if no number is given, the unit has Night Vision/Acute Senses (1).
When shooting a unit with the Veiled special rule, a check needs to be made to see if the firers can clearly spot their target through the darkness. Night Vision (1) would allow a re-roll against units with Veiled (1), but not with Veiled (2) — the special rule has no effect against Veiled units with a higher level.
MULTI-TARGETING (X) (Individual Shooting special rule). A model with this special rule is able to perform more than one Shooting action per turn, and the number given next to the special rule (its multi-targeting value) specifies how many. For example, a model with multi-targeting (3) would be able to perform three Shooting actions per turn. Note that the model still cannot fire the same weapon twice.
RELENTLESS (Individual Shooting special rule). Tanks, battle suits, jetbikes, walkers and aircraft are all equipped with a wide array of deadly weaponry — every weapon is manned by a different crew member. Unlike common infantry, some powerful warriors, like Monstrous Creatures, Jet Packers, Bikers and all vehicles, can fire their heavy weapons at full capacity while moving at combat speed. Relentless models can perform Heavy fire actions even if they cannot perform Stationary actions. They can use Heavy and Rapid Fire weapons as secondary close combat weapons, and relentless models can shoot a Rapid Fire weapon with sustained fire at 18" instead of 12". Models with the Fast special rule can do this even if they have cruised or charged.
STEALTH (Universal Shooting special rule). The ability to make maximum use of available cover has saved many a warrior from discovery and death. The unit's Cover save is improved by +1 if they are in cover. Units with a higher level of Stealth, noted as Stealth (2) or Stealth (3), improve their Cover save by +2 or +3 respectively, up to a maximum of 2+.
VEILED (Universal Shooting special rule). If a unit selects a target with the Veiled or Veiled (1) rule, roll 2D6 and multiply the result by 3" — this is the spotting range. If a unit has the Veiled (2) rule, the firer multiplies the 2D6 by 2" instead. Veiled (3) units can only be spotted within 2D6 x 1.5". Such units may choose to re-roll the test to determine how far they can see, but must abide by the new result.
OVERWATCH (Universal Shooting special rule). If an enemy unit ends a Move action within 12", a unit with this ability may perform a Defensive Fire action and shoot at the intruding unit — for example, if the unit was assaulted by the enemy, it can shoot nonetheless. This rule applies also to barrage and rail weapons; bombs are not affected. If its unit had remained stationary, the firing model could even double the number of Shooting actions — apply this before you double the number for a stationary model.
Consolidation Phase
All the fighting action in the previous phases has left the table in a chaotic state. In the Consolidation phase it is time to unravel the tangle and prepare your troops for the next turn. Wounded models get treatment, or are abandoned if their injuries are too severe. Broken units can try to nullify this condition. Units can embark onto transports.
Choose one unit that can act in this turn and perform the actions in the order they are presented in this section. Most of the time a unit will only perform a single action, or none at all, in this phase. This represents the real situation on the battlefield quite well, but for a convenient game a little bit more clarity is helpful.
Consolidation Phase Summary. 1. Choose a unit. 2. Draw Back. 3. Joining. 4. Leaving. 5. Embarking. 6. Disembarked. 7. Regroup. 8. Regaining combat readiness. 9. Patch up. 10. Concluding actions.
Repeat steps 1–9 until all units that act in this turn have made their Consolidation phase's actions. Once all actions of the unit are resolved, choose the next unit and start over. When all units are treated, resolve every rule that takes place at the end of the turn; no weapons are fired. Your turn is over and the opposing player starts with his turn.
Joined Units
Some models have the ability to fight alongside other units, usually independent characters. Choose if a unit with an appropriate ability joins another unit in close proximity. When two units join, they operate from then on as a single unit. A unit may not join another unit during any other phase.
A combined unit is a single unit for all game purposes and must obey the usual coherency rules. Combined units count as moving if any part has moved before joining. The term 'combined unit' is only used in this section to make clear whether a rule refers to the unit as a whole or one of the former units. For example, it must target a single enemy unit, and it moves at the speed of the slowest model while they stay together. If a unit joins another unit with a permanent condition, it is affected, but only as long as it is part of the combined unit; the enemy cannot target one of the former units separately.
A unit can leave another unit inside a transport, unless the transport can hold enough units to accommodate all units, but one of the units has to disembark in the same phase.
Squad leader. When two of your units join, nominate one of the squad leaders of the particular units as leader for the combined unit. The former squad leaders remain characters and resume their role as squad leader once the units break up again. If a particular unit loses its squad leader, the opposing player chooses a new one, but only from the models that belong to this particular unit. This can be the newly appointed squad leader. If this is also the squad leader of the combined unit, keep track of which unit each model belongs to in case the units part again.
Shared Conditions. The combined unit is subject to all negative effects of either of the former units — for example, being barred from performing certain actions, morale conditions, or a crippling psychic power. If a unit leaves a combined unit while it is subject to a negative effect, both units remain subject to it. Most negative effects that last on a unit end automatically.
Leaving a unit (Unit Type: Disengaged). A unit can leave a combined unit during its Consolidation phase. Declare that the units go separate ways from now on. If either of the now disjoint units is not in unit coherency, it restores its formation immediately (see page 50).
Joining a unit (Unit Type: Disengaged). If the unit leaves, the unit stops being broken immediately. Embarked units do not have to regroup, as the broken condition is automatically negated (even if there is no character in the unit). If a unit has the ability to regroup without a character, it can perform Psychic actions again, perhaps out of a sense of honour. Effects that temporarily bar a unit from performing certain actions end as well. If the character fails his Morale check, or the unit cannot regroup, then the unit continues to be broken.
Embark (Unit Type: Disembarked). Units can enter transports during their Consolidation phase. See page 123 for details. A unit with an appropriate special rule (usually an independent character) can join another unit during its own Consolidation phase. The joining unit has to be in unit coherency with the unit it wishes to join, and both units must not be locked in combat. A unit cannot join a unit that it has left, or was left by, in the same turn. Units can join other units inside a transport by embarking first.
Regroup (Model Type: Compulsory). Just because a unit is broken doesn't mean it is out of the fight. Courageous officers will try to inspire their troops to rally — warriors might regain their composure or their will to fight, duty, or sheer bloody-mindedness. A character in a broken unit can attempt to regroup it by taking a Morale Check (regroup) or Regroup test in his own Consolidation phase if there are no enemies within 12" of the unit — use the squad leader's Leadership for the test.
Regaining Combat-readiness (Unit Type: Compulsory). Units automatically stop being shaken, stunned and immobile in their Consolidation phase. During the Consolidation phase, units must still abide by the restrictions of these conditions — for example, a unit that has performed a Ramming move, even if it is consequently removed as a casualty.
Patch Up (Unit Type: Compulsory). When a unit with multiple-wound models gets seriously battered, several models probably end up with less than their full Wounds. Those units have the chance to treat injured squad mates, to prevent them being incapacitated by loss of blood or exhaustion, and to restore a squad's full fighting efficiency. However, it is sometimes necessary to abandon badly injured warriors: choose one model that you deem to be too badly wounded to fight on, and reduce its Wounds by one. This wound cannot be prevented by any kind of saving throw. Repeat this until not more than a single model remains with less than its full Wounds. In return, you can choose one model whose injuries turn out to be nothing more than a scratch for a mighty warrior like this, and restore a single lost Wound, up to its starting number of Wounds. If a unit contains more than one wounded model, it must carry out a Patch Up action.
Look Out, Sergeant! (Unit Type: Support). See page 69 for details.
Alpha Strike (Unit Type: Combat, Support). See page 56 for details.
Going to Ground (Unit Type: Support). See page 68 for details.
Ramming (Unit Type: Move, Combat). See page 119 for details.
Repair (Model Type: Shooting, Support). See page 116 for details.
Concluding Actions. When all eligible units have made their actions, the turn ends and the next player can move his units. After this, resolve any rule that is due 'at the end of the turn'.
Support Actions. Support actions cover a wide array of activities that help your troops. Support actions are not tied to a specific phase; some Support actions can even be carried out in the opposing player's turn.
Actions in the Enemy Turn
Normally units only act in their own turn. However, in dire situations soldiers excel themselves and are able to shoot in the enemy turn. Units can perform the following actions in an enemy turn if, and only if, the rules explicitly allow it.
Charge by Chance (Unit Type: Support, Assault, Combat). An abrupt shift on the battlefield opens up new opportunities for savvy warriors to take advantage of. In some situations, like suddenly appearing reinforcements, or a tank that tries to steamroll the warriors, it is time for quick-witted soldiers to ambush the unprepared enemy. When troops tumble from a burning wreck, or a ramming vehicle overreaches and passes by harmlessly, a squad is forced to react quickly.
Resolve the action that triggered the charge by chance completely before you interrupt the turn to conduct this action. The unit performs a 6" Consolidation (not affected by terrain) with the following amendments:
- Models are allowed to move into contact with the unit that caused this action. You must bring the first model you move into contact with the enemy unit.
- Move all other models into contact with the enemy unit, or as close as possible while remaining in unit coherency, following the Assault move sequence; no model can move within 1" of another enemy unit.
- If the unit comes into contact with the enemy unit, they are locked in combat. If this is not possible, the unit does not move.
- If the units lose contact, follow the rules for lost contact outside of the Assault phase as normal.
No unit counts as an assaulting unit (no unit gets extra Attacks or is able to execute an Alpha Strike). The unit cannot initiate a multiple combat; instead, they count as being in combat from a previous turn.
Defensive Fire (Unit Type: Support, Shooting). In dire situations soldiers excel themselves and are able to shoot in the enemy turn. Every model in a unit that executes a Defensive Fire action can perform a single Shooting action, even if the model is normally allowed to fire at a different target than the unit. Every model has to fire at the target unit that triggered the response.
The rules for Shooting actions apply with the following exceptions:
- If the responding unit was assaulted by the target unit and it was not locked in combat previously, check if the target unit is in range (and not within minimum range); if it is, it can shoot at the target unit.
- The target unit does not have to take Morale checks for casualties, terror or pinning resulting from the defensive fire.
- When a model fires a rail or blast weapon, template weapons don't use the template to see how many enemy models are hit — instead, check if the target unit is in range by placing the template according to the normal rules (you do not have to place a blast marker, trace a line, or roll the scatter dice); if at least one enemy model is partially under the template, the unit is in range and suffers D3 automatic hits from the weapon. If the weapon hits, it causes a single wound.
Resolve the action that triggered this response completely before you interrupt the turn to resolve the defensive fire. These Shooting actions do not impair the ability of a model to shoot in its own Shooting phase (except if it uses a one-shot weapon). Models firing this way cannot use the multi-targeting rule, but gain the Relentless shooting special rule for the duration of this action. Uninvolved units can carry out Alpha Strikes very well — be careful if the opposing player has still units able to move nearby. Roll to hit as normal.
Wargear
By the 41st Millennium, warfare has spawned innumerable weapons, ranging in capability from the simple but efficient chainsword to the barely controllable energies of the plasma cannon. In this section we describe how characteristics and special rules reflect the differences between different weapons.
Weapons
Every weapon has a profile which consists of several elements. A weapon may have any number of these characteristics in addition to its type. These rules are a measure of the weapon's general behaviour, its portability, and whether it is a firearm or a melee weapon.
Maximum Range. Ranges are all given in inches. Close combat weapons obviously don't have a range. If the weapon's range is given as 'Template', the weapon fires using the teardrop-shaped Flamer template (the exact method is explained later).
Type. All weapons are classified as either Rapid Fire, Assault, Heavy, Ordnance, Bomb, Grenade, or Combat. The type of a ranged weapon affects the way it can be fired in relation to the model's movement during that turn's Movement phase. Some weapons may be able to fire in different ways, representing different power settings or different types of ammo — where this is the case there will be a separate line in the weapon's profile for each; most notably, pistols generally have two separate profiles, one for shooting weapon and one for close combat.
Some weapons, such as storm bolters and multi-lasers, fire multiple shots. Where this is the case, the number of shots a weapon fires is noted after its type — for example, a multi-laser fires three shots as part of a single Shooting action, so its type is noted as Heavy 3. If a model does fire, it must do so at full effect and cannot reduce its weapon's firepower (for example, it cannot fire only two shots from its Heavy 3 weapon). Remember that the player can decide that any model in a firing unit is not going to fire its weapon.
Example:
| Name | Maximum Range | Strength | Armour Piercing | Type |
|---|---|---|---|---|
| Boltgun | 24" | 4 | 5 | Rapid Fire |
Additional Characteristics. In addition to its type, a weapon may have some additional characteristics that define the way it works. These are added to the weapon type in its profile, and include things like 'Gets Hot!' or 'Blast'.
Strength. When rolling to wound, you use the weapon's Strength. Close combat weapons often use the wielder's Strength — these weapons are shown as Strength 'S'. However, if a weapon uses a modified Strength characteristic of the model, it is shown as '2S' or 'S+1'. See the rules for characteristic modifiers on page 29 for more details.
Armour 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 Save.
Weapon Types
Rapid Fire Weapons. Rapid fire weapons are very common, and usually come in the form of semi-automatic rifles, or lighter weapons that require reloading between each shot. A model armed with a rapid fire weapon can use it by executing a Fire action, and can fire a number of times indicated in its profile up to its maximum range.
Sustained Fire. If the firing model is within 12" of the target, it can fire one more shot than usual. Thus, a weapon with the type Rapid Fire 2 fires two shots at a target at 18" and 3 shots at a target within 12".
Assault Weapons. Assault weapons are fired by warriors as they move forward into the attack — hence the name! Assault weapons can be fired by performing a Fire action and shoot the number of times indicated, whether you move or not and regardless of range. Their versatility means they can be fired effectively 'from the hip' when a squad is advancing, or instead used for aimed single shots. For example, a flamer is a weapon which fires a fan-shaped gout of burning fuel.
Assault weapons (and weapons that have at least one fire mode with the Assault type) can be used as a secondary close combat weapon in the turn a model assaults. Note that the model needs a one-handed primary close combat weapon to claim the attack bonus; if the model has no designated close combat weapon and attacks with its basic attacks, it cannot use an assault weapon to get the +1 attack.
Heavy Weapons. These are heavy, man-portable weapons, such as missile launchers, engaging targets at greater distances. Most models have to remain stationary in order to fire a heavy weapon, requiring careful set-up or bracing against their considerable recoil. A model armed with a heavy weapon can use it by executing a Heavy Fire action. Unless their profile specifies otherwise, heavy weapons always fire the number of times indicated, regardless of range. Remember that if the unit has performed a Move action (except a Turn), all models cease to be stationary, even if they have not moved at all.
Ordnance Weapons. Ordnance weapons are so huge and powerful that they cannot be physically carried by infantry, but must be mounted onto a vehicle or be built into the structure of a bunker or fortress. Ordnance weapons fire shells with such a powerful charge that they can smash through armour, or hit with such force that the target vehicle's crew are turned to mush. They are very good for laying down long-range supporting fire, or taking out tanks and monstrous creatures.
Firing a massive ordnance weapon requires the attention of more than one gunner: a model must perform two Heavy Fire actions to fire a single ordnance weapon. Models without the multi-targeting rule, like infantry and shaken units, can never use ordnance weapons. When you roll to penetrate or glance a vehicle's armour with an ordnance weapon, you get to roll two D6 instead of one, and pick the highest result. All ordnance blast weapons use the large blast marker.
Ordnance Barrage weapons. Ordnance weapons with the Barrage rule are even more demanding to fire than normal ordnance weapons, as the gunners have to carefully calculate the firing trajectory. A model must perform four Heavy Fire actions to fire a single ordnance barrage weapon. All the normal rules of both ordnance and barrage weapons apply.
Pistol Weapons. Pistol weapons are light enough to be carried and fired one-handed. As pistols often have a less powerful charge, their range is limited. A model armed with a pistol can use it with a normal Fire action, and can fire a number of times indicated in its profile up to 12" (unless differently specified in its profile).
On the offense, pistols are devastating weapons as ever. On the plus side, they are handy enough to allow a trooper to fight in close combat with a combination of a pistol and sword. Pistols can be used in close combat as secondary weapons; a pistol's profile consists of two lines — use the pistol's first profile line for Shooting actions, or alternatively a pistol can be used as a primary weapon by using its second profile. All pistols are coarse weapons, and the wielder receives the attack bonus for two close combat weapons only if it uses an identical pistol as a secondary weapon.
Pistols are most efficiently used in close combat when the warriors have enough space to manoeuvre, as they lack any defensive capabilities — it is only an option of last resort.
Bombs. Bombs are not fired in the Shooting phase, but in the Movement phase of the model. See page 87 for details.
Combat Weapons. Even though high-powered lasers and plasma weapons scour the battlefields of the 41st Millennium, close combat remains commonplace — sieges, city fighting, boarding actions and tunnel warfare are noted more for the ferocity of the fighting than any strategic nuances. Seasoned warriors will often bear a deadly array of clubs, axes, swords and deadly power weapons into battle with them; assault troops will be even more ably equipped, taking axes, knives and bayonets for close-quarter fighting. We assume that every soldier has at least a simple knife or bayonet to defend in close combat — if a model has no other combat weapon, it can always make attacks with a basic close combat weapon.
A model receives the extra attack for two weapons only if it has two combat weapons explicitly listed in its profile. If this weapon is not listed in the model's profile, it cannot be used in combination with, or as, a secondary weapon.
Grenades. Grenades in Warhammer 40,000 are generally used as part of an assault. A well-placed barrage of grenades can help immeasurably in the vital last few seconds it takes to overrun an enemy and come to grips. What follows are some of the most common types of grenades used in assault, e.g. krak grenades.
Grenades have to be placed carefully; therefore, inflicting damage with grenades is less abstract. Grenades can only be used against units that consist of at least one massive model or vehicle. Against other unit types, only the abstract effects of the grenade come into play — any actual damage done against infantry by the grenade is assumed to be taken into account in the unit's attacks in close combat.
If a grenade has a weapon profile, a model can use it as a primary close combat weapon, but the wielder can only make a single attack, regardless of the number of Attacks in their profile and any bonus attacks. Grenades cannot be used as secondary weapons. Other attack bonuses apply as normal.
Grenade Launcher. Models with a grenade launcher can place grenades with greater precision from a greater distance. Weapons with the Grenade Launcher rule (usually every type of grenade launcher!) make it easier for the wielder to hit with grenades. A model with a grenade launcher is always equipped with assault and krak grenades. If a model with a grenade launcher attacks with a grenade, each model can only make a single attack, even multiple times.
Against massive units and vehicles, however, a well-placed grenade can often achieve a kill on a vehicle or wound even the largest creature — representing that those models have few weak spots where grenades can be placed. Models use a WS of 1 if they target a unit that contains a massive model, unless the weapon has the Grenade Launcher rule, in which case the model uses its normal WS value against massive units instead. In addition, the (Majority) WS of the target unit is halved (rounding up) for resolving the attack, regardless of its Attack characteristic or any attack bonuses.
Weapon Rules
Weapon rules are listed under type in the weapon's profile. If a weapon rule is listed under special rules in a model's profile, it is treated as a damage special rule and applies to every action of the model. If a weapon rule is listed under a weapon's own profile, the model can use the rule only for attacks made with this weapon.
Directed Hits. Some warriors fight meticulously and aim to incapacitate dangerous individuals in the enemy squad before they can retaliate. When your opponent fails a saving throw for a wound caused by a directed hit, you can decide which enemy model takes the unsaved wound. You can choose any model you like, as long as it is part of the armour group your opponent has distributed the wound to — obviously, a squad leader with a different combination of saves than the rest of the unit is off limits.
Use separate dice for the rolls to hit and to wound for attacks and shots with the directed hit rule, as for any other special attack or shot. Unsaved wounds resulting from directed hits are allocated after normal unsaved wounds.
The Directed Hit special rule cannot be used by the following hits:
- Hits from weapons with one or more of the following rules: coarse weapon, two-handed, template, blast, rail, indirect, etc.
- Hits caused by a unit that fires through an intervening unit.
- Hits against units with the Shielded rule.
Channel. Psycho-reactive weapons can be filled with energy by a psyker to enhance their destructive powers manifold. A weapon with this rule has a special ability that is only activated if the wielder successfully uses a Channel psychic power. If a psyker is equipped with a weapon with this special rule, he automatically has the Channel power as well.
Destroyer. Also known as Titan-killer, weapons with this special rule on their profile deliver an immense amount of damage to their target, regardless of the weapon in use. If a weapon has a 'D' instead of a Strength value in its profile, it means it is a destroyer. If a destroyer weapon hits, there is no need to follow the damage process — instead it inflicts a single critical hit. Destroyer weapons have the Instant Death (1) rule. Super-heavy vehicles that are hit by a destroyer weapon lose one Structure Point in addition to the normal damage caused by the weapon.
Rending. Rending shooting weapons fire a hail of shots so focused they can literally chew through flesh, and rending close combat weapons are equally apt to rip armour apart. Weapons with this rule cannot normally wound automatically, but can re-roll failed rolls to wound. Each Armour Penetration roll of 6 allows a further D3 to be rolled.
One Shot. The weapon can only be used once per game.
Two-handed. Coarse weapons can be used as secondary weapons for other weapons as normal. Power weapons lose the Parry rule if the weapon has any additional special rule.
Master-crafted. A master-crafted weapon has been manufactured with such dedication that it will be noticeably superior to any other weapon of its type. You can re-roll one failed roll to hit per master-crafted weapon, when using it as a primary weapon or as a shooting weapon.
Instant Death. An attack with this special rule causes Instant Death even if its Strength is not high enough. If a model suffers an unsaved wound from an attack with this trait, it loses one additional Wound, unless its Strength is high enough to cause the loss of more than two Wounds anyway. Instant Death (2) and Instant Death (3) work exactly like Instant Death, but are not as easily circumvented by the Eternal Warrior rule.
Poison/Corrosive. Poisoned weapons range from blades daubed in venom to weapons that fire acid-discharging projectiles. They do not rely on a comparison of Strength and Toughness to wound — they always wound on a fixed number, regardless of the target's Toughness, usually written as Poison (2+) or Corrosive (3+). Against vehicles, however, the attacker uses the normal Wound chart. Some venoms or acids are so lethal that the merest drop can kill — these may wound on a 3+, or even 2+ (as described in the appropriate Codex).
Coarse weapon. If a model uses a coarse weapon as its primary weapon, only another coarse weapon of the same kind can be used as a secondary weapon. Coarse weapons can never be used to inflict directed hits.
Shooting Area Weapons
Weapons presented on these pages affect not a single model, but a large area. This area is represented by a marker of different shapes, or a line between two points on the battlefield. Take a good look at the template/marker/line from above — all models of the target unit whose bases or hulls are completely or partially covered by it are hit. Hold the template/marker/line always flat above the table, so that no model is above it, regardless of the height of the model's position (in multi-level terrain only a single level is affected, as explained on page 44). It is sufficient to cover the base of a model, even a high-flying skimmer — though flyers can never be hit by template weapons.
Area weapons work differently when conducting Covering Fire and Defensive Fire actions, as explained in the respective sections. Roll to hit as normal; if the roll is successful, the marker stays in place. If you roll a miss, the marker is not discarded — the shot may not land exactly where it was intended, but it hits somewhere. To represent that the large area affected by the shot means it's very hard to miss completely, the marker (or the shot's blast) is shifted in the direction shown by the arrow (either the small arrow on the HIT symbol or the large arrow) a number of inches equal to twice the result of the roll to hit.
Template. These are particularly indiscriminate short-ranged devices, such as flame throwers, which affect a broad, cone-shaped area represented by a template. They are indicated by having the word 'template' or 'Hellstorm' next to their range or weapon type — the former uses the small teardrop-shaped template, the latter the larger variant. If there is no range specified in the weapon's profile, it has a range of 3". Simply place the template so that its narrow end is within range of the model firing it, and the large end is no closer to the weapon than the narrow end. Any models fully or partially under the template are hit. The template does not scatter. Cover Saves are ignored when resolving wounds! Wounds inflicted by template weapons do not have to be allocated on the models actually covered by the template, but can be put onto any model in the unit.
Template weapons against transports. Template weapons such as flamers are designed to attack enemies hidden inside bunkers and buildings, and can attack models even if they are inside a vehicle. Soldiers use these weapons to shoot through fire points or vision slits to bathe the interior with burning chemicals — they engulf the vehicle's hull with a constant gush of fire, downright cooking the passengers inside. If one or more of the fire points on a building or transport (or any part of an open-topped vehicle) fall under a template, the embarked unit suffers automatic D3 hits from the template weapon. The transported unit automatically passes any Morale checks resulting from the hits. The vehicle or building itself also suffers one hit; if there are several units inside the transport, choose one unit randomly to be affected.
Template weapons in close combat. Template weapons are invaluable when a squad assaults an enemy encampment. A warrior with one of these weapons unleashes a devastating firestorm that makes it hard for the enemy to come close enough to attack. Template weapons can be used in close combat in a turn the unit has assaulted, but they are too delicate to be used in an assault again in a later turn.
Fire Sweep (Model Type: Combat, Strike). A model with a suitable weapon may execute a Fire Sweep instead of its normal attacks if its unit has assaulted this turn. The model makes D6 attacks, regardless of its Attack value or any bonus attacks. The attacks are made at the Initiative value of the model and hit automatically. The damage is resolved with the Strength and the AP of the template weapon. Roll separately to determine how many attacks the model makes if it assaults again in a later turn. Additional weapon rules are ignored for this action, and weapons without a Strength characteristic cannot be used.
Multiple Template Weapons. If a unit is firing more than one template weapon, resolve each shot, determining and recording how many hits are scored by each template, then add up all of the hits and roll to wound.
Blast. Blast weapons fire shells, missiles or bolts of energy that explode on impact. When firing a Blast weapon, determine which models can fire and choose one as the leading model. Roll to hit as normal, using this model's characteristics and position; if the target unit is in range of the firer, place the marker as near as possible to the target unit, with the centre of the blast marker placed in line of sight of the leading model. You may not place the marker so that the base or hull of any of your own models or models locked in combat is even grazed by it.
If the roll to hit was successful, the marker stays in place. If you roll a miss, the marker scatters. If the marker scatters and reaches a table edge, it stops there. Once the marker has reached its final position, all models of the target unit whose bases or hulls are completely or partially covered by the blast marker are hit. The target unit must still be in range (but not necessarily the model the marker is placed over) of the firing model to fire with a blast weapon.
If the shot scatters so that the hole in the centre of the marker is outside the table's edge, the shot is a complete miss and discarded — representing the chance of ricochets, the missile blasting through cover, and other random chance; it is possible, and absolutely fine, for a scattering shot to land beyond the weapon's range and line of sight.
Blast sizes. Blast markers come in different sizes. The following notations are used for the four most common sizes:
| Type | Diameter |
|---|---|
| Blast | 3" |
| Large Blast | 5" |
| Massive Blast | 7" |
| (Apocalyptic-scale) | 10" |
Vehicles and blast. If the centre of the blast marker ends over the vehicle's hull or base, the hit is resolved against the vehicle's facing the firing model is in. If the centre ends outside the vehicle, but part of the marker covers its hull or base, the armour penetration roll is resolved against the Armour Value facing the centre of the marker.
Multiple Blast Markers. If a unit is firing multiple blast weapons of the same kind (for example, four Space Marine Devastators fire four plasma cannons at an enemy unit), or a model is firing a blast weapon with several shots, they are all fired together in a salvo, with one blast marker placed for each shot. Once the first marker is placed in its final position, place the second marker in contact with the first one, using the same rules. If you cannot place any subsequent marker in a legal position, this and all further shots are lost — we assume that something went noticeably wrong with the last shot, and the rest of the squad aborted the barrage in time to spare ammo (you do not have to roll for Gets Hot! for aborted shots). The third marker is then placed in contact with the second, and so on. Once all of the markers are in place, work out the number of hits scored on the target, add any other hits caused by other weapons in the firing unit, and then roll to wound as normal. Remember that you score only a single hit against units that are locked in combat.
Apocalyptic Barrage. Ordnance weapons with this rule use a different method of placing the blast marker: place the shamrock-shaped apocalyptic blast marker with its centre on a target unit's model in line of sight of the weapon firing. The player may rotate it around its centre to any final position he wishes. Once the marker has reached its final position, roll a number of dice equal to the number in brackets and compare the results with the numbers on the marker. Each dice result indicates which one of the round areas making up the apocalyptic barrage marker has been covered by the explosion. Models completely or partially under the area covered by any explosion are hit.
Rail. Some arcane weapons fire high-powered shots that are nigh unstoppable, or are so powerful that they go straight through any interjacent objects — even several metres of stone are pierced with ease. If a model fires a rail weapon, mark one point on the table within range but not necessarily in line of sight, and draw an imaginary line between the firing model and the marker. A unit receives one hit for every model in the unit that is under the line. At least one model of the target unit (and no friendly model or model locked in combat) must be under the line. Once this is done, fire any other weapon in the unit.
If the rail weapon hits, the armour penetration roll is resolved against the Armour Value facing the centre of the marker. Because rail weapons can fire on units without line of sight anyway, those parts of the Indirect rule that do not affect cover saves are ignored. Models that are not visible for the squad leader of the firing model receive a 4+ cover save.
Indirect rail weapons. If the rail weapon is indirect as well, use the Indirect rule instead for the parts it affects.
Multiple Rail Weapons. If a unit is firing more than one rail weapon, resolve each shot one at a time; after working out how many hits the unit suffers, add up all of the hits and roll to wound.
Indirect. Indirect weapons fire in an arc that renders most cover useless. Indirect weapons do not need a line of sight to the target in order to fire — the cover save is not determined by checking the line of sight from the squad leader to the target. If the model is not in terrain, it gets no cover save, even if there is intervening terrain between the target and the firing model. If the model is in terrain that confers a cover save, it can claim a cover save; determine the cover save as normal, except that models that are not visible for the squad leader of the firing model receive a 4+ cover save. Cover saves that are conferred by wargear, a psychic power or a special rule work as normal.
Vehicles and indirect weapons. Hits from indirect weapons are resolved against the vehicle's facing the firing model is in.
Barrage. Certain weapons launch their shells high up into the air so that they plunge down upon their target, passing over any intervening obstacles en route and even striking targets that are out of sight. Barrage weapons are always Pinning and Indirect weapons — this is the same as having the word 'barrage' under their Type. Note that in older Codex books, Barrage weapons were identified by having a 'G' before their range (e.g. Range: G48").
Some barrage weapons have a minimum range as well as a maximum range (e.g. Range: 12"-48"). The model cannot fire a barrage weapon if the target unit is within the minimum range of the weapon.
All barrage weapons use blast markers, and consequently use the rules for blast weapons, with the following exceptions:
- If the centre of the marker is placed out of line of sight of the shooting model, roll to hit as normal, except that you must roll to hit even if the target is found to be out of range.
- If you roll a miss, roll the scatter dice nonetheless; the blast scatters more if the weapon is fired beyond half its maximum range.
Multiple Barrages. If a unit has more than one barrage weapon, or a barrage weapon with multiple shots, they are all fired together in a salvo, using the same procedure as described for multiple blasts. You can place subsequent blasts out of line of sight.
Bomb. Bomb weapons are not fired like ordinary weapons. They are dropped during a bombing run, as described below.
Bombing Run (Model Type: Disembarked). A model can use a single bomb in its own Movement phase. Dropping a bomb is a Free action, and can be conducted during one of the following Move actions: Combat move, Cruise, Flat Out and Supersonic. Using a bomb does not influence the regular Shooting action of the firing unit — after finishing the movement of the unit, the bombing unit can target another unit with its normal armament and fire the normal number of weapons.
Note: because this is not a Shooting action, mark one model the bomber is passing over during the move, and roll to hit as normal. If the roll to hit was successful, place the specified blast marker on top of the marked model. If the model failed the roll to hit, the marker scatters. The size of the marker is specified in the profile. The damage is always resolved against a vehicle's side armour.
Inferno. Some bombs are designed to saturate an area with chemicals. Bombs with the Inferno rule use a template instead of a blast marker: mark one model the bomber is passing over during the move; the large end of the template faces directly towards the final position of the model (or, if dropped during a supersonic move before the flyer has left the table to turn around, towards the point at the table edge where the flyer has left). The template is then moved 3D6" forward towards the flyer or the exit point, then resolve the damage like a normal template weapon.
Anti-Aircraft. Some weapons are specially designed to take aircraft down. A weapon with this special rule fires always at point blank range when targeting a flyer, thus reducing its EV to 3.
Entangling. A unit that is hit (and not necessarily wounded) by a weapon with this ability counts as being in difficult terrain in its next Movement phase. If the unit performs any Move action in its next turn, every model in the unit must take a dangerous terrain test.
Co-axial. These weapons share the same mount with a larger gun, making the main gun's fire more accurate. Roll to hit with the co-axial weapon before rolling for the main weapon. If the co-axial weapon scores at least one hit, the main weapon counts as twin-linked if it is fired at the same target.
Gun battery. Gun batteries consist of countless smaller weapons that unleash devastating broadsides into the foe. A gun battery consists of several weapons that are fired together with a single Heavy Fire action. Determine the range and line of sight for each weapon separately, and resolve the damage of each weapon as normal. It is totally possible that only a part of the weapons is able to fire. The weapons of a battery have to be fired at the same target, even if the shooting model divides its fire. The hurricane bolter system and the gauss flayer arrays are notable examples of gun batteries.
Lance. These weapons fire a coherent, focused beam that can bore through any armour, regardless of its thickness. Lance weapons count vehicle Armour Values higher than 12 as 12.
Gets Hot! 'Gets Hot!' represents the penchant of certain unstable weapons for overloading and badly burning their user. You must always roll a D6 before firing one of these weapons to check if it overheats. If you roll a 1, the weapon gets hot and the firing model suffers the normal Gets Hot! wound (armour, invulnerable and rigid saves apply). Because of their additional cooling systems, weapons on vehicles are not affected by overheating.
Gets Hot! and template weapons. Template weapons (and some exotic blast weapons, too) do not roll to hit; due to their unique nature, you must roll a D6 for each shot instead — for each result of a 1 rolled, the firing unit suffers a wound.
Gets Hot! and re-rolls. If a model has the ability to re-roll its rolls to hit, it may re-roll Gets Hot! results of 1 without suffering a wound, unless the result of the re-roll is a 1 as well — in which case it does not fire, and the firing model suffers the wound.
Melta. Melta weapons are lethal, short-ranged 'heat rays'. Melta weapons roll an extra D6 when rolling to penetrate a vehicle's Armour Value in close combat or at half range or less, and pick the highest result.
Sniper. These deadly weapons can be used to pick out a target's weak or vulnerable points, representing their chances of successfully hitting exposed crew, vision ports, fuel or ammo storage, etc. If no Strength value is given, sniper weapons count as Strength 3 against vehicles, but their range is increased by 6". Sniper weapons have the following rules: Pinning, Rending, Poison (4+), Directed Hits.
Targeter. Some advanced weapons are equipped with targeting systems to negate the protection of fast-moving foes. Against a target that has this special rule applied to it, the target unit counts as stationary for determining its Evasion value.
Twin-linked. Weapons are sometimes linked to fire together in order to increase the chances of scoring a hit through the crude expedient of blasting more shots at the target — but twin-linked weapons don't get more shots than normal ones. A set of twin-linked weapons counts as a single weapon of that type; the line of sight and range are determined from one of the weapons of the shooting player's choosing. You get a better chance of hitting with them: you may re-roll the dice to hit if you miss.
Twin-linked Template Weapons. Twin-linked template weapons are fired like normal template weapons, but to represent their fusillade of fire, combined with the Rending rule: if a unit shoots with at least one weapon with this special rule, any roll to wound of 6 with a rending weapon automatically causes a wound.
Pinning. Coming under fire without knowing where the shots are coming from is extremely shocking, making troopers throw themselves flat and hug cover as much as possible. If a unit suffers any unsaved wounds from one or more pinning weapons of a firing unit, it must immediately take a Pinning test — a Morale check (pinning). Units taking a Pinning test suffer a -1 Ld modifier for each unsaved wound caused by a pinning weapon of the shooting unit, up to a total modifier of -3.
If a unit takes a Pinning test for a reason other than pinning weapons, the roll is not modified (unless stated otherwise). Proceed with the damage process as normal after all roll-to-hits of the firing unit are resolved. If the unit fails the test, it becomes shaken; if the unit is already shaken, it becomes broken instead. It does not make a Fall Back move, as it is too scared of enemy fire. A unit may be called upon to take multiple Pinning tests in a single turn — sniper fire and barrages are the most common causes of this.
Selection of Weapons
Shooting Weapons (a representative sample from the source):
| Name | Range | Strength | AP | Type | Notes |
|---|---|---|---|---|---|
| Battle cannon | 72" | 8 | 3 | Ordnance, Blast, Large Blast | The most common ordnance weapon; main armament of the Leman Russ battle tank. |
| Big Shoota | 36" | 5 | 5 | Assault 3 | A loud, large-calibre machine gun favoured by Orks. |
| Boltgun | 24" | 4 | 5 | Rapid Fire 1 | The signature weapon of the Space Marines, firing self-propelled explosive bolts. |
| Burst cannon | 18" | 5 | 5 | Assault 4 | A multi-barrel weapon used across the Tau military. |
| Dark lance | 36" | 8 | 2 | Heavy 1, Lance | Fires a stream of 'darklight' energy; main weapon of Commorragh's forces. |
| Daemonic Gaze | 24" | 5 | 3 | Assault 3 | Rays of unholy energy from a daemon's eyes or a possessed vehicle's fire slits. |
| Deathspitter | 18" | 5 | 5 | Assault 3 | A Tyranid bio-weapon that fires large, maggot-like corrosive organisms. |
| Flamer | Template | 4 | 5 | Assault 1 | Spews a highly volatile cloud of igniting liquid chemicals. |
| Grenade Launcher | 24" | 4 | 6 | Assault 1, Blast, Grenade Launcher | Fires either Frag or Krak grenades; the controlling player chooses each time it fires. |
| Harvester | 24" | 4 | 5 | Assault 6 | A corrupted daemon-engine weapon of varying origin. |
| Frag Grenade | 24" | 3 | 6 | Assault 1, Blast | Standard-issue grenade. |
| Krak Grenade | 24" | 6 | 4 | Assault 1 | Anti-armour grenade. |
| Rokkit launcha | 24" | 8 | 3 | Assault 1 | A crude but easy-to-manufacture Ork rocket launcher. |
| Lascannon | 48" |
Gauss. Any armour penetration roll made by weapons with the Gauss type will score a glancing hit on a D6 roll of 6, unless the roll is already sufficient to cause a penetrating hit.
Gracing Hit. Unless the target is an open-topped vehicle, any glancing or penetrating hit inflicted by a weapon with this rule suffers an additional -1 penalty to rolls on the Vehicle Damage chart.
Tesla. For every To Hit roll of 6, the target suffers 2 additional automatic hits.
Combat Weapons
There is a bewildering array of close combat weapons — swords, axes, hammers, maces, halberds, staves or lashes, etc. Claws, tentacles and other bodily parts of adequate proportions to act as a deadly weapon are also treated as close combat weapons.
| Name | Range | Strength | AP | Type |
|---|---|---|---|---|
| Close combat weapon (basic) | – | S | 6 | Combat |
| Power weapon | – | S | 2 | Combat, Parry |
| Power fist | – | 2S | 2 | Combat, Coarse, Always Strike Last |
| Lightning claw | – | S | 2 | Combat, Coarse, Deep Cuts |
| Force weapon | – | S | 2 | Combat, Coarse, Channel |
| Witchblade | – | 7 | – | Combat |
| Monstrous close combat weapon | – | 2S | 2 | Combat, Coarse, Cleave |
| Dreadnought close combat weapon | – | 2S | 2 | Combat, Coarse, Mounted |
| Titan close combat weapon | – | D | 2 | Combat, Always Strike Last |
| Thunder hammer | – | 2S | 2 | Combat, Stun |
Power weapons. A power weapon (typically a sword, axe, mace, halberd, etc.) is sheathed in the lethal haze of a disruptive energy field. Some very rare power weapons may even give a Strength bonus, or have other additional special rules.
Parry. A power weapon that has no additional special rule confers an invulnerable save of 5+ against Strike actions to its wielder. If the model loses the rule, it has only Strength S — these weapons lose the Parry special rule if they have any additional special rule.
Power fists. A power fist (sometimes also referred to as a 'power claw') is a powered, armoured gauntlet surrounded by a disruptive energy field. It counts as a power weapon and doubles the user's Strength (up to a maximum of 10). A power fist is slow and cumbersome to use, so a model that uses a power fist as its primary weapon always strikes last.
Lightning claws. Lightning claws consist of a number of blades, each a mini-power weapon, extending from a housing on the back of the hand, and are commonly used as matched pairs. They have the same effects as power weapons.
Deep Cuts. Lightning claws allow the wielder to re-roll any failed to-wound roll.
Force Weapon. Force weapons are potent psychic weapons only used by trained psykers, charged with sprawling psionic energy that can instantly extinguish the life force of any opponent. An activated Force weapon causes Instant Death (2).
Channel (Force weapon). You can channel a force weapon in either player's Assault phase before any dice to hit are rolled. This process is slow and requires vast quantities of energy. Only one psychic hood or Psychic Counter can be used to attempt to nullify the psychic power: each player rolls a D6 and adds their model's Mastery Level to the score; if the blocking model beats the opposing model's score, the psychic power is nullified and does not take effect that turn.
Witchblade. These psychically attuned weapons are often carried by Eldar psykers. When the weapon is charged with psychic energy, it vanishes in a blur of motion.
Channel (Witchblade). A witchblade can be channelled at the start of the Movement phase of the wielder. The effect lasts until the start of the wielder's next turn. During this time the model can re-roll any failed invulnerable save; the warlock can even deflect incoming projectiles with ease.
Monstrous close combat weapons. Monstrous creatures wield huge weapons that range from battleaxes to flails, claws and colossal swords, as detailed in the appropriate army Codex.
Cleave. Models roll an additional D6 for armour penetration (2D6 + Strength) when attacking a vehicle with a monstrous close combat weapon.
Dreadnought close combat weapon. These are enormous instruments of destruction.
Mounted. A dreadnought close combat weapon can only be used if the model has the multi-targeting rule; if it does not, the model must attack with another weapon or its base profile.
Titan close combat weapons. Some super-heavy walkers have the option of exchanging one of their arms' long-range weaponry with a gigantic close combat weapon. Titan close combat weapons confer three extra Attacks to the profile of the model. If a dreadnought close combat weapon is used by a model that is not a walker, treat it as a Titan close combat weapon instead.
Thunder hammers. Thunder hammers release a tremendous blast of energy when they strike, allowing the attackers more time to close in. Vehicles hit by a thunder hammer automatically suffer a 'Crew – Shaken' result.
Stun. Any model that suffers a wound from a weapon with this rule is knocked reeling and will always strike last in the next Assault phase, but is not killed.
(In older Codex books, some special rules let a model 'strike in Initiative order when assaulting an enemy in cover' — this works exactly like the rule above, after which rolls for armour penetration are made as normal.)
Grenades
Weapons with the 'grenade' type use the rules explained on page 80.
Assault Grenades (e.g. frag grenades, plasma grenades) — the lethal storm of shrapnel (or delayed plasma blast) from these grenades drives opponents further under cover for a few precious moments, allowing the attackers more time to close in. If at least one engaged model in an assaulting unit is equipped with assault grenades, the assaulted unit does not get the increased Initiative from an Alpha Strike. However, if the defending unit was already locked in combat from a previous turn, these grenades have no effect and the attackers gain the Assault Bonus attacks as normal.
| Name | Range | Strength | AP | Type |
|---|---|---|---|---|
| Assault grenade | – | 3 | 6 | Combat, Grenade |
Defensive Grenades (e.g. the Tau's photon grenades, a defensive grenade which blinds and disorientates attackers with multi-spectral light and a sonic burst) can be thrown at opponents in cover to force them to keep their heads down during an assault. It is sufficient that a single engaged model has defensive grenades. Models assaulting against units equipped with defensive grenades gain no Assault Bonus attacks when assaulting.
| Name | Range | Strength | AP | Type |
|---|---|---|---|---|
| Defensive grenade | – | 4 | 6 | Combat, Grenade |
Krak Grenades. Krak grenades are armour-piercing bombs, designed to crack open sealed doors and the armoured hulls of enemy vehicles.
| Name | Range | Strength | AP | Type |
|---|---|---|---|---|
| Krak grenade | – | 6 | 4 | Combat, Grenade |
Haywire Grenades. Haywire grenades use an electromagnetic pulse to critically damage the control systems of enemy vehicles.
| Name | Range | Strength | AP | Type |
|---|---|---|---|---|
| Haywire grenade | – | – | – | Combat, Grenade, Haywire, Mine |
Haywire. Roll a D6 for each hit scored to determine the effect on the target vehicle: 1 = no effect; 2-5 = Glancing Hit; 6 = Penetrating Hit.
Mine (Haywire Grenades). Haywire Grenades can only be used against vehicles. Against other models, haywire grenades have no effect.
Melta Bombs. Melta bombs are compact thermal charges capable of melting even through the thickest plasteel armour plating.
| Name | Range | Strength | AP | Type |
|---|---|---|---|---|
| Melta bomb | – | 8 | 1 | Combat, Melta, Mine |
Mine (Melta bombs). Melta bombs cannot be used against models that are not vehicles.
Tankbusta Bombs. Tankbusta bombs are crude explosives used by Orks to crack open heavy armour.
| Name | Range | Strength | AP | Type |
|---|---|---|---|---|
| Tankbusta bomb | – | 6 | 1 | Combat, Grenade, Mine |
Mine (Tankbusta bombs). Tankbusta bombs cannot be used against models that are not vehicles.
Unusual types of grenades. There are different types of grenades in the Codex books. If they come without a profile, they cannot be used as a weapon; as always, rules in Codex books override the rules presented here.
Pistols
Pistol weapons are light enough to be carried and fired one-handed, although their range and rate of fire are diminished because they are designed to be wielded with a single hand.
Bolt pistol. Bolt pistols are smaller versions of bolters and, as such, revered sidearms throughout the Imperium.
Plasma pistol. Plasma pistols are the smallest variant of the plasma weapon, but their destructive fury is equal to that of the plasma gun.
| Name | Range | Strength | AP | Type |
|---|---|---|---|---|
| Bolt pistol | 12" | 4 | 5 | Pistol |
| Plasma pistol | 12" | 7 | 2 | Pistol, Gets Hot! |
Pistols in close combat. The following list displays the close combat profiles of most pistol weapons. A pistol's profile consists of two lines — the shooting profile and the close combat profile.
| Name | Range | Strength | AP | Type |
|---|---|---|---|---|
| Bolt pistol | – | 4 | 5 | Combat, Pistol 1 |
| Bolt pistol (inferno bolts) | – | 4 | 5 | Combat, Pistol 1, Rending |
| Cutter Pistol | – | 6 | 5 | Combat, Pistol 1, Melta |
| Exitus Pistol | – | X | 5 | Combat, Pistol 1, Rending, Poison (2+) |
| Fusion Pistol | – | 8 | 5 | Combat, Pistol 1, Melta |
| Graviton beamer | – | 10 | 5 | Combat, Pistol 1, Gets Hot! |
| Hand Flamer | – | 5 | 5 | Combat, Pistol 1, Rending |
| Infernus Pistol | – | 5 | 5 | Combat, Pistol 1, Melta |
| Needle Pistol | – | – | 3 | Combat, Pistol 1, Poison (2+), One Shot |
| Plasma pistol | – | 7 | 5 | Combat, Pistol 1, Rending |
| Pulse pistol | – | 5 | 5 | Combat, Pistol 1 |
| Ripper pistol | – | X | 5 | Combat, Pistol 1, Rending |
| Shuriken Pistol | – | 4 | 5 | Combat, Pistol 1 |
| Slugga | – | 4 | 6 | Combat, Pistol 1 |
| Splinter pistol | – | X | 5 | Combat, Pistol 1, Poison (4+) |
| Stinger Pistol | – | X | 5 | Combat, Pistol 1, Rending |
| Zeal bolt pistol | – | 5 | 5 | Combat, Pistol 1 |
All pistols are coarse weapons, and the wielder receives the attack bonus for two close combat weapons only if it uses an identical pistol as a secondary weapon.
Defensive
Power fields. Some super-heavy vehicles are protected by a number of energy barriers called power fields. Each hit scored against such a vehicle from a distance of 12" or more will instead hit a power field. Close combat attacks, and ranged attacks from a distance of less than 12", come from inside the field and therefore are not stopped at all. Each glancing or penetrating hit scored against the fields causes one field to collapse. After all of the fields have collapsed, further hits are resolved against the vehicle's real Armour Value. Power fields have an Armour Value of 12. The shots of a single firing unit are either resolved against the vehicle or its shields (and can thus take down several fields at once).
Psychic Hood (Model Type: Psychic, Disembarked). Psychic hoods are embedded with arcane constructions of psychically-attuned crystals that allow a Librarian to nullify an opposing psyker's power. The psychic hood can be used every time an enemy model uses a psychic power within range. Declare that you'll use the psychic hood after an enemy model within 24" of the model passes a Psychic test — this is a Free action. Each player then rolls a D6 and adds their model's Mastery Level to the score. If the opposing model's score is equal or higher, it can use its psychic power as normal. If the blocking model beats the opposing model's score, the psychic power is nullified and does not take effect that turn.
Storm shield. A storm shield is a solid shield that has an energy field generator built into it. The energy field is capable of deflecting almost any attack. A storm shield grants an invulnerable save of 3+. The wielder cannot use secondary weapons while using a storm shield.
Void shields are protective energy fields, which use warp technology to displace incoming attacks. Void shields work exactly like power fields, with the exception that collapsed void shields can be raised again if the vehicle has not moved: in its Consolidation phase, roll a dice for each Structure Point the vehicle has left; any result of 5+ immediately restores one collapsed shield.
Titan Holo-fields. Eldar Titans have holo-fields that are even more effective than the ones this race uses on smaller vehicles. The titan has the Veiled (1) shooting special rule, and receives an invulnerable save of 4+ until the start of its next turn.
Unit Types
As you can see by skimming through this tome, the armies of the 41st Millennium are remarkably diverse and include many specialist unit types. In this section, you will find the rules for each of these unit types.
INFANTRY. Infantry units include all types of foot soldiers, whether human or alien. Infantry are the most common and dependable units in Warhammer 40,000. A typical unit of infantry is between five and ten models strong, but are often much larger; 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. Units of infantry have a Move value of 6.
BEAST & CAVALRY. As well as squads of warriors fighting on foot, many armies of the 41st Millennium make use of fearsome predators and beasts to augment their forces. Other warriors ride to battle on horses, grunting boar-like monstrosities, daemonic steeds and countless other strange creatures, such as Warp Beasts and gigantic wolves. These two Unit Types are referred to as Beasts if they have no rider, or as Cavalry if they do — they both, however, follow the same rules. When closing on their enemies, they are able to move at far greater speeds than warriors on foot, and as such are able to launch deadly charges and counter-charges. Units of beasts or cavalry have a Move value of 7. Their speed also allows them to quickly react to the movements of their enemies.
Special rules: Bounding Leap / Gallop.
BOUNDING LEAP / GALLOP (Movement special rule). Units with Bounding Leap / Gallop can triple their movement value during a Charge move, instead of doubling it, unless the unit moves through difficult terrain. These units have a Move value of 7 instead of their usual Move value, and have the Gallop special rule in addition to their normal movement special rules.
Moves as cavalry. Some units with a different unit type have a special rule that lets them 'move like cavalry'.
JUMP INFANTRY. Some special troops use devices that allow them to move at great speed across the battlefield, jumping over terrain with ease. The Space Marines use jump packs. Other races tend to have their own particular versions, such as that used by Eldar Warp Spiders, who utilise short-ranged teleport devices for a similar effect. Units of jump infantry have a Move value of 9.
Special rules: Jump (see page 47); Deep Strike (see page 139).
Moves as jump infantry. Some units with a different unit type have a special rule that lets them 'move like jump infantry'. It is important to note that rules that apply to jump infantry also apply to units with the subtype jet pack infantry, and to units with the subtype flying infantry.
FLYING INFANTRY. Some creatures fly over the battlefield ready to swoop down on unprepared enemies — be it Tyranid Gargoyles, Vespid Stingwings, or Chaos Daemon Furies. Leathery, insect- or bird-like wings give them unmatched manoeuvrability. Flying infantry, or Jump Infantry (Flying), is a subtype of jump infantry. Obstacles and ground barriers mean nothing to them, except when they descend gracefully to take cover. The only chance for enemy soldiers to strip flying infantry of their speed advantage is to entrench deep into terrain. Units of flying infantry have a Move value of 9.
Special rules: Airborne (see page 47); Deep Strike (see page 139).
JET PACK INFANTRY. Jet pack infantry is equipped with advanced wargear that enables them to constantly float above the ground. Jet packs are designed to provide stable firing platforms rather than a means of getting into close combat — jet pack infantry don't have to worry about mundane things like recoil and shaky targeting. The most frequent users of this technology are the Tau. Squads of jet pack infantry are often among the finest hit-and-run formations in the Warhammer 40,000 universe. Jet pack infantry is a subtype of jump infantry.
Special rules: Airborne (see page 47); Draw Back (see page 74); Deep Strike (see page 139).
Sometimes the technology will be more exotic, such as Orks (whose Stormboyz use rudimentary screaming jets to close with the enemy), which utilise high-powered controlled bursts from turbines to make bounding leaps across the field of battle, or Dark Eldar Hellions and Eldar Swooping Hawks, who even use advanced wargear to defy the laws of gravity.
BIKES. Troops mounted on bikes excel at hit-and-run attacks, able to strike without warning from behind dense terrain, in open ground, and are often fitted with protective armour and shields to deflect and absorb incoming fire. Indeed, bikes are large, solid constructions, and bikes are easily capable of outrunning all but the fastest vehicles, though many riders take great pride in their superior driving skills and daring — these warriors are often regarded as dangerously hot-headed risk-takers. Units of bikes have a Move value of 8.
Special rules: Fast (see page 54); Flesh & Steel (see page 72); Jink (see page 73); Multi-targeting (1).
Riding through heavy terrain can be somewhat dangerous, however, and in close combat the foe targets the rider far more often than the machine, and often soldiers on bikes have to dismount anyway when engaging enemies that are hidden in terrain. A skilled commander will recognise the benefit of having bikes at his disposal — they are ideal for making raids on unsuspecting enemies, and are able to use their high speed to strike deep into enemy territory, complete their mission and escape before an enemy is able to react, as well as to outflank a slower enemy, before using their superior speed and handling to escape. It is important to note that rules that apply for bikes also apply for units with the subtype Jetbike.
FLESH & STEEL (Individual Shooting special rule). Mounted models benefit from the extra protection offered by their mechanical ride. Models with this special rule increase their Toughness characteristic by 1 against Shooting actions. They cannot use this bonus against any other form of damage; this is noted in each Codex book separately. Note that this increase makes the model less susceptible to Instant Death as well (see page 36). The enhanced Toughness value is noted in brackets in the model's profile.
JETBIKES. Jetbikes are powered by highly advanced anti-gravitational technology that allows them to hover a few metres above the ground and make powered boosts over obstacles, without being slowed. Jetbikes are a subtype of the bike unit type. Units of jetbikes have a Move value of 8, but as they also have the Fleet movement special rule, the value is usually increased to 10.
Special rules: Airborne (see page 47); Fast (see page 54); Flesh & Steel (see page 72); Jink (see page 73); Multi-targeting (1).
Moves as jetbike. Some units with a different unit type have a special rule that lets them 'move like jetbikes'.
ELDAR JETBIKES. Jetbikes are able to glide over obstructions, such as buildings, without being slowed. The Eldar race's mastery of anti-gravitational technology is unparalleled, and their jetbikes are even faster and more manoeuvrable than the counterparts of less advanced races, and able to use them for advanced reconnaissance. Eldar Jetbikes are both a subtype of the bike and jetbike unit types. Units of Eldar jetbikes have a Move value of 8. Some kinds of Eldar jetbikes confer an armour save (you must choose which; this is noted in each Codex book separately).
Special rules: Airborne (see page 47); Draw Back (see page 74); Fast (see page 54); Flesh & Steel (see page 72); Jink (see page 73); Multi-targeting (1).
It is important to note that rules that apply for bikes or jetbikes also apply for units with the subtype Eldar Jetbike.
MONSTROUS CREATURE. Some creatures are just too big to fit into the ordinary infantry unit category — these are towering giants that are capable of crushing a tank, like the Tyranid Carnifex. While Monstrous Creatures use many of the Infantry rules, their size and destructive capability make them closer to vehicles in other respects. A Monstrous Creature unit will usually consist of a single model. Monstrous creatures have a Move value of 6.
Special rules: Monstrous (see page 64); Massive (see page 72); Multi-targeting (2); Relentless (see page 73).
GARGANTUAN CREATURES. Creatures of this immense size can take on entire enemy armies, devastate cities and lay waste to continents. Very few creatures native to this galaxy can grow as large as an Ork Squiggoth, Exodite Megadon, Catachan Devil, or Salamander of Nocturne. Normally only Tyranids, and the daemons of the warp — which both harness powers from beyond the galaxy — are able to field gargantuan creatures in large numbers. Gargantuan creatures may have more than 10 Wounds; the Wounds of gargantuan creatures are sometimes referred to as 'bio points'. Gargantuan creatures have a Move value of 9. According to the Imperial bio magi, organisms struggle to cope with such impossibly heavy organs and limbs — hence, these creatures should not even be able to move.
Special rules: Fearless (3) (see page 41); Cleansing Smash (see page 64); Gargantuan (see page 64); Monstrous (see page 64); Massive (see page 72); Multi-targeting (W); Relentless (see page 73).
GARGANTUAN (Individual Close combat special rule). The size of a gargantuan creature is so immense that it does not have to fight head to head — a creature of such an immense size cannot be forced to stay in close combat. If the gargantuan creature is not locked with another model with this special rule, the controlling player can decide, in any Assault phase before any hits are rolled against the gargantuan creature, that the creature is intractable for this turn; if it is needed elsewhere on the battlefield, it simply moves on. Their multi-targeting value equals the number of starting Wounds of the gargantuan creature.
CLEANSING SMASH (Close combat special rule). Models with this ability are always equipped with a monstrous close combat weapon. A unit that consists completely of models with this ability can perform a Cleansing Smash attack. A Cleansing Smash attack is executed by the whole unit and not a single model, and is performed in addition to any other Strike action of the models in the unit. The unit always strikes first with a Cleansing Smash. It makes one attack for every enemy model that is engaged with it — instead the creature simply turns its surroundings upside down with an earth-shattering stomp, or a swipe of its tail. The attacks hit automatically and always wound on a 4+; they attack with an AP of 2 and roll 2D6 for Armour Penetration against vehicles when using this weapon. The unit cannot use any weapons for this attack. If the unit is engaged with more than one enemy unit, calculate the number of attacks for every unit separately and distribute the attacks accordingly. Saving throws can be taken as normal. Vehicles are unaffected by a Cleansing Smash.
MONSTROUS (Individual Close combat special rule). See page 64 for details.
GROUND VEHICLES. Ground vehicle units include all kinds of war machines on tracks or wheels — Space Marine Land Raider tanks, Rhino personnel carriers and Ork Wartraks all fall into this category. Most ground vehicles can move more rapidly than infantry, but need to stick to open ground to avoid getting bogged down. Because ground vehicles are the dominant unit type for vehicles in Warhammer 40,000, the unit type is often omitted from a vehicle's profile — if a vehicle has no other unit type, it is a ground vehicle. A ground vehicle has a Move value of 6.
Special rules: Vehicle (see page 110); Fearless (2) (see page 41); Hulk (see page 64); Intractable (see page 64); Multi-targeting (1); Relentless (see page 73).
SKIMMERS. While most vehicles travel across the ground on wheels, tracks or legs, some advanced machines are fitted with jets or anti-gravity drives that enable them to swoop and hover a few metres above the battlefield, using their velocity and manoeuvrability to evade enemy fire. This is not true flight, but rather a limited version of it. A skimmer has a Move value of 8.
Special rules: Vehicle (see page 110); Fearless (2) (see page 41); Airborne (see page 47); Hulk (see page 64); Intractable (see page 64); Multi-targeting (1); Relentless (see page 73).
It is important to note that rules that apply to skimmer also apply to units with the subtype fast skimmer.
FAST SKIMMERS. Some skimmers have enhanced anti-gravitic pulsers, turbo thrusters or jet engines that make them considerably faster than any other vehicle on the battlefield except aircraft. Fast skimmers do not merely float — they speed through the air. Skimmers that also have the Fast rule are a special subtype of the Skimmer unit type. A fast skimmer or skimmer (fast) has a Move value of 8".
Special rules: Vehicle (see page 110); Fearless (2) (see page 41); Airborne (see page 47); Fast (see page 54); Hulk (see page 64); Intractable (see page 64); Multi-targeting (1); Relentless (see page 73).
WALKERS. On any battlefield, there are places where conventional vehicles cannot go — built-up areas, dense forests, narrow tunnels, and so on. For this reason, many armies use vehicles that are propelled by two mechanical legs, or sometimes more, or, in the case of some races, on highly advanced anti-grav platforms. These vehicles are usually capable of carrying as many weapon systems as a tank; they combine the armour and weaponry of a tank with the manoeuvrability of an infantryman. Walkers have a Move value of 6.
Special rules: Vehicle (see page 110); Fearless (2) (see page 41); Massive (see page 72); Multi-targeting (1); Relentless (see page 73).
ARTILLERY. Some weapons are so large and powerful that a single man could not hope to carry or operate them by himself, as they are simply too heavy to lug across a battlefield. These weapons are more usually seen mounted on vehicles or as part of bunker emplacements, but they are sometimes utilised by infantry artillery teams, particularly on battlefields where the terrain might not be suitable for vehicles. In fact, these mighty artillery weapons are mounted on tracks or wheels and operate under their own engines. Artillery models are vehicles. Usually one or more of the gunners are placed on the base of the artillery itself and share a common profile. Artillery models have a Move value of 3.
Special rules: Vehicle (see page 110); Fearless (2) (see page 41); Massive (see page 72); Multi-targeting (1); Relentless (see page 73); Crew.
CREW (Universal Vehicle special rule). Some artillery batteries (or more precisely, squadrons) have a number of redundant crew members that are not necessary to fire the weapons, but help with repairs, care about the ammunition stock, or replace casualties. Crew members are not trained to fight and are not represented by models (even if it looks like one) — instead, crew members are simply counters that indicate how many superfluous gunners remain with the battery. The crew counters can be put next to the table, but it is more impressive to place them close to the artillery; remove the counters temporarily whenever they threaten to interfere with the game.
If any vehicle in the unit suffers an unsaved penetrating or glancing hit, remove a crew marker instead — do not roll on the Vehicle Damage table as long as there is at least one crew counter left. If there is no crew marker left and a vehicle in the unit suffers an unsaved glancing or penetrating hit, it is destroyed: remove the model from the table (it does not explode). When the last vehicle is destroyed, remove all remaining counters as well.
FORTIFICATIONS. A well-fortified position is worth more than a hundred soldiers. Some of the most famous battles in the history of mankind were fought around fortifications, steadfast bastions, manned walls and huge complexes of staggered defences, beginning with the Siege of Terra itself. In a game of Warhammer 40,000, fortifications are buildings that can only be entered by units from one of the armies — like simple bunkers or, in the case of some races, more elaborate structures. Fortifications cannot move.
Special rules: Vehicle (see page 110); Fearless (2) (see page 41); Immobile (see page 54); Hulk (see page 64); Intractable (see page 64); Massive (see page 72); Multi-targeting (1).
Fortifications have their own section on page 128.
Unit Types Summary
| Unit Type | Move | Special Rules |
|---|---|---|
| Infantry | 6 | — |
| Beast & Cavalry | 7 | Bounding Leap/Gallop |
| Jump Infantry | 9 | Jump, Deep Strike |
| Flying Infantry | 9 | Airborne, Jump, Deep Strike |
| Jet Pack Infantry | 9 | Airborne, Draw Back, Deep Strike, Jump |
| Bikes | 8 | Fast, Flesh & Steel, Jink, Multi-targeting (1) |
| Jetbikes | 8 (usually 10 with Fleet) | Airborne, Fast, Flesh & Steel, Jink, Multi-targeting (1) |
| Eldar Jetbikes | 8 | Airborne, Draw Back, Fast, Flesh & Steel, Jink, Multi-targeting (1) |
| Monstrous Creature | 6 | Monstrous, Massive, Multi-targeting (2), Relentless |
| Gargantuan Creatures | 9 | Fearless (3), Cleansing Smash, Gargantuan, Monstrous, Massive, Multi-targeting (W), Relentless |
| Ground Vehicle | 6 | Vehicle, Fearless (2), Hulk, Intractable, Multi-targeting (1), Relentless |
| Skimmer | 8 | Vehicle, Fearless (2), Airborne, Hulk, Intractable, Multi-targeting (1), Relentless |
| Fast Skimmer | 8 | Vehicle, Fearless (2), Airborne, Fast, Hulk, Intractable, Multi-targeting (1), Relentless |
| Walker | 6 | Vehicle, Fearless (2), Massive, Multi-targeting (1), Relentless |
| Artillery | 3 | Vehicle, Fearless (2), Massive, Multi-targeting (1), Relentless, Crew |
| Fortification | – | Vehicle, Fearless (2), Immobile, Hulk, Intractable, Massive, Multi-targeting (1) |
| Tank / Tank (Behemoth) | (as profile) | See the Vehicles section for tank-specific rules. |
Characters
Veteran warriors, brilliant officers, possessed prophets and ferocious war-leaders can inspire the troops to great feats of heroism (or fiendish bravery) and are often quicker, stronger and more powerful in combat. In Warhammer 40,000 these kinds of powerful individuals are called Characters. Characters stand out from rank-and-file soldiers in several ways: they have access to better wargear and equipment, sometimes wielding an ancient relic of their race, and have generally a better battlefield overview than their subordinates, allowing them to snipe individuals even in the thick of combat.
Character Types
There are two kinds of characters:
- Squad leaders are fielded as part of a unit from the start of the game (a unit might consist of only the squad leader).
- Independent characters are represented by individual models which fight as units in their own right, being separate units.
Various Codex books may include other models that only ever fight as units of one model, but these are not independent characters. If a model is an independent character, its rules will also clearly state that the model is an independent character.
Characters can perform two actions unique to them.
Covering Fire (Model Type: Shooting, Disembarked). In the thick of battle it is hard to find the respite to land a pinpoint shot. A shrewd leader commands his squad to lay down a torrent of covering fire to buy the time needed for the heavy weapons to take aim.
One character in a unit can perform this action when the unit shoots, but before you roll to hit. Roll to hit as normal for the whole unit. If the unit rolls at least three results of 6, the unit has laid down enough covering fire to grant one marksman a clear shot: you can choose one hit to be a Directed Hit before you proceed with the rolls to wound (this doesn't have to be one of the hits with a result of 6). The normal restrictions for Directed Shots apply — you cannot score directed hits if the unit fires through an intervening unit. Note that the character cannot fire a weapon of its own, as Covering Fire uses up his one allowed Shooting action.
Regroup (Model Type: Free). Characters can rally themselves and the unit they are with in the Consolidation phase, to uphold discipline and inspire their comrades with deeds a normal soldier cannot hope to accomplish. If successful, the unit is no longer broken, as explained on page 39.
Directed Hits. Attacks made by a character in close combat have the Directed Hit special rule; Shooting actions use the Directed Hits rule as well if the target unit is within point blank range.
Every blast, template and rail weapon that hits at least one model in the target unit counts as if it had rolled a 6 on its to-hit dice for the purpose of this rule. You cannot choose a hit from any of these weapons to be a directed hit, as usual. The normal limitations for directed hits still apply — for example, a character cannot use the rule with a two-handed weapon.
Squad Leaders
Every unit in the game is led by a squad leader. Squad leaders are aspiring heroes in their own right, soldiers born to be an exemplar for their comrades — an impressive leader gives the whole squad a unique character. Squad leaders are vital for their unit in many situations, and their leading skills are essential to guide the shooting of a squad. Nominate one model of the unit to be the squad leader when you pick your forces; this is a perfect opportunity to show off your painting skills. The chosen model does not become a character, but apart from this acts as squad leader in every regard. If the unit entry in the army list features more than one profile, you have to choose a model that is represented by the bottommost (i.e. next higher) line.
Several rules throughout this book refer to the squad leader of a unit. The following examples are not exhaustive:
- Whenever one of your units must take a Characteristic test, use the respective value of the squad leader.
- When a unit checks if an enemy unit is in cover, use the perspective of the squad leader.
- To determine in which vehicle's facing a unit is, use the squad leader's position.
- If you check if an enemy unit is in point blank range, your squad leader must be within 12" of the unit.
Sergeant down! A squad without a leader cannot operate at full effectiveness. Whenever the squad leader is removed as a casualty, the player who is not controlling the unit (or the upcoming player in a multi-player game) chooses one model in the unit to be the new squad leader. If the original squad leader of a unit is removed as a casualty and the unit has a standard bearer, this model becomes both a character and the new squad leader immediately.
Independent Characters
Independent characters are allowed to move freely around the battlefield and fight as a single-model unit, but they can also temporarily join (and later leave) other units to fight as a combined unit. One of the most useful abilities of independent characters is to join other units in battle.
Squad leader. Because an independent character is also a squad leader (of his rather small one-man unit), he can be chosen as the squad leader of the combined unit. The opposing player cannot choose a different model as a new squad leader.
Deployment. An independent character can join a unit when they are deployed. Simply declare this during deployment and place the character in coherency with the unit. If the character is held in reserve, he can only join a unit that is part of the same strike force upon deployment.
Movement. Independent characters follow the Movement rules for models of their type. If no unit type is specified in the Codex book, the independent character has the Infantry unit type. Independent characters that have joined a unit follow the normal rules for combined units and are considered part of that unit, and so may not be picked out as targets. Independent characters that have not joined a unit can be targeted as normal.
They can only join units of monstrous or gargantuan creatures if they are themselves monstrous or gargantuan creatures. They cannot, however, join vehicles or vehicle squadrons, be it infantry, jump infantry or beasts/cavalry.
Shooting at Independent characters. In the heat of battle it is often hard to distinguish individuals, and even harder to pick them out as specific targets — even with weapons that cannot damage the target.
The Assault phase. If a combined unit including an independent character assaults into close combat, the independent character assaults too, as it is part of the unit. Even though they are part of a combined unit, independent characters are always treated as a separate single-model unit — it means that they have to be in base contact with the enemy to be able to attack, and that they can be targeted separately by models that are engaged with them! Once all attacks have been resolved, these independent characters are once again treated as normal members of the unit they have joined (from determining the combat result onwards).
Special Characters
The 41st 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, but each one of them is unique, so the player may not include multiples of the same special character in an army (for example, you cannot field three of Kharn the Betrayer!).
Special characters can be either independent or upgrade characters. For example, Marneus Calgar is the Master of the Ultramarines Chapter of Space Marines, his inspiring presence securing the world of Armageddon against two massive Ork invasions within the space of fifty years. 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, however, he excels). Commissar Yarrick is without doubt the most respected Imperial Guard Commissar in the Imperium; an army led by him can expect great benefits in terms of morale and leadership.
STANDARD/ICON/TROPHY BEARER. Standard bearers are aspiring warriors who have proven their worth in dozens of battles, as befits such heroic individuals. This is to make them stand out in the fight.
Psykers and Psychic Powers
Some individuals are known as Psykers, characters capable of tapping the power of the Warp and manipulating its energies in terrifying ways. Some can send bolts of lightning arcing from their fingertips, while others can hurl aside tanks with the power of their mind, or rip their foes asunder with but a glance. However, in order to wield such power, they risk eternal damnation, for the Warp is a nightmare realm inhabited by all manner of fell entities and daemons that can ravage the mind and body of the incautious Psyker.
Mastery Levels. The power of a psyker's abilities is measured by his Mastery Level. Mastery Levels range from one to six, but most psykers have either a level of one or two. Only the best human battle psykers have a Mastery Level of three. Even for the twisted disciples of the ever-changing god, and the erudite farseers of the Eldar race, a Mastery Level of five is the pinnacle of their craft.
For each Mastery Level, a psyker can perform one action with the type Power per turn. A psyker can perform an unlimited number of Psychic actions, but the use of actions with the type Power is limited. The psyker cannot use the same power twice.
Number of psychic powers. Psykers have a varying number of psychic powers at their disposal. The number is not tied to the Mastery Level of the model — for example, a Space Marine Librarian has a Mastery Level of 1 but has two different psychic powers.
Psychic Powers
Psychic powers vary from race to race, so the effect of each power and when it may be used is included in their special rules. The rules below tell you how the Psyker can use his powers.
Psychic Power (Model Type: Psychic). A psyker uses a psychic power by executing this action. It is a Psychic action.
Psychic Test. It requires intense concentration and inner calm for a Psyker to use his power, which is not always easy to attain in the midst of a firefight! In order to use one of his powers, the psyker must make a Morale check (psychic) or Psychic test. A psyker must use his very own Leadership for this test (he cannot use the Leadership of the squad leader). A pass means the power may be used as described in the special rules for the Psyker in his Codex. If he fails, then his concentration has been broken and he cannot use the power that turn.
Perils of the Warp. In order to use their psychic powers, a psyker must draw deeply upon the power of the Warp — a very risky and dangerous thing to do. If a psyker rolls a 2 or a 12 when taking the Morale check to use a psychic power, he is attacked: the psyker automatically suffers a critical hit — a Warp creature has attacked the psyker's soul!
Channel (Model Type: Psychic, Power). This power channels psychic energies into psycho-reactive weapons or another piece of wargear that is prepared to harness these powers, to unlock the full power of this equipment. Every psyker has the Channel power. A psyker can use the channel psychic power to activate a special rule of a device with the Channel rule; if a model has more than one piece of psychic wargear, you must choose which one is activated. Using a channel power works exactly like a normal psychic power, but if the Psychic test is successful, the wargear of all models in the psychic unit is activated. Channel powers last until the end of the turn if not stated otherwise. Without the right equipment the power is of no use.
Modify (Model Type: Psychic, Power). Modifying powers do not need the psyker to see the target. Unless stated otherwise, the effects of multiple psychic powers of the same kind are not cumulative.
Psychic Shooting Attack (Model Type: Psychic, Shooting, Power). If the Psychic test is passed, the psyker can use a Fire or Heavy Fire action to 'fire' the psychic shooting attack with the profile given in the power's description. The usual limitations of Shooting actions apply. Using a psychic shooting attack counts as firing an Assault weapon. The psyker must be able to see the target. If a model has more than one psychic shooting attack, he can use only one unless he has the multi-targeting rule as well.
Additional Psychic Powers
The basic Psychic Power action covers most of the summonings on the battlefields of Warhammer 40,000, but some powers are activated by a different action and follow slightly different rules.
Psychic units. It is rare to see a full squad of fully realised psykers. More common are units of latent psykers who share a psychic bond that makes the psychic powers of the squad as powerful as those of a full-fledged psyker. These units are referred to as 'psychic units'. A psychic unit counts as a single psyker with Mastery Level 1 and follows all the normal rules for psykers, with the following clarifications: when the unit uses one of its powers, the controlling player must declare one model as the focus. The focus model is treated in every respect as if it alone uses the psychic power — its own Leadership value is used, and range and line of sight are measured from the focus model. It alone suffers a Perils of the Warp attack, and it does not count against the number of powers the psyker can use.
If a psychic unit is accompanied by independent characters (or another unit with the ability to join units), these models count as separate units for the purpose of this rule; they use psychic powers of their own separately.
Vehicle psykers. Vehicles have the Fearless (2) rule and therefore use a Leadership of 10 for the purposes of Psychic actions.
Passive powers. Some minor powers are so easily handled that psykers rarely lose control over them — for all game purposes they are not psychic powers. Passive powers need no Psychic test and cannot be nullified by abilities that stop psychic powers. Passive powers count in all regards as individual special rules, or as weapons in the case of a psychic shooting attack.
Psychic Counter (Model Type: Psychic). Psykers can try to counter enemy powers by tapping into the Warp and draining the energy that charges the enemy psyker's power, or use a direct psychic attack to distract him. If an enemy psyker is using one of his powers within 24" of any psyker of your own, you can try to cancel the power — you can only start one attempt to stop the power. If several players in a multi-player game want to nullify the power, choose one player randomly to attempt the psychic counter. Roll a D6; if the result is 5 or higher, the psychic power is nullified and does not take effect that turn.
Psykers embarked on a transport cannot perform a Psychic Counter. Units inside transports and friendly units are not affected. The reason to call them 'psychic' in the first place is to explain their heritage in the universe of Warhammer 40,000 — some, like daemons, know the Warp so intimately that no mortal psyker is able to interfere when they conjure the powers of their realm, or the psyker might be so potent that enemy psykers have no hope to stop or manipulate his summons.
Shock Wave (Model Type: Psychic, Shooting, Disembarked). Shock waves are psychic shooting powers that work in a certain radius of the psyker. The psyker doesn't have to see the target or roll to hit. Determine cover saves and which Armour Value facing is hit from the position of the psyker.
Vehicles
This section presents the rules common to all vehicles. Whether they are clanking great behemoths or arrow-quick attack craft, some are faster than others, while some are able to fly or walk instead of driving along on wheels or tracks. Vehicles lack a couple of characteristics in their profiles — as vehicles do not fight in the same way as creatures of flesh and blood, their characteristics are different. Most vehicles have no Weapon Skill, Strength, Initiative or Attacks characteristic.
All vehicle types have the Fearless (2) morale special rule to make up for the missing Leadership characteristic. Fearless (2) units never break and ignore every corresponding effect; hence they never take Morale checks for any other reason than Psychic and Ability tests. It is assumed that in all cases the vehicle's crew has unshakable faith in both their vehicle and you, their supreme commander. Any occasional lapses that do occur are represented by shaken and stunned crew damage results.
Vehicle Characteristics
Vehicles have characteristics that define how powerful they are, in a similar way to troops.
Armour Value. The Armour Value of a vehicle tells you how hard it is to damage. Vehicles have separate Armour Values to represent their protection on their front, sides and rear, depending on which side of the vehicle is being attacked — usually with the lightest armour on the rear, to represent vulnerable fuel tanks, engine compartments, etc. Armour Values typically range from 10 to 14.
Missing Characteristics. Vehicles usually have some special rules to resolve situations in which a missing characteristic is needed.
The profile of a vehicle looks like one of the following examples:
| Name | Type | BS | Front Armour | Side Armour | Rear Armour |
|---|---|---|---|---|---|
| Leman Russ | Ground Vehicle (Tank) | 3 | 14 | 12 | 10 |
| Name | Type | WS | BS | S | Front | Side | Rear | I | A |
|---|---|---|---|---|---|---|---|---|---|
| Dreadnought | Walker | 4 | 4 | 6 | 12 | 12 | 10 | 4 | 2 |
Only walkers and artillery have the second type of profile (with WS, S, I and A), as they can fight in close combat. Vehicles follow all the established rules, mainly for traditional reasons.
Vehicle Type
Vehicles come in all sorts of different types: Ground Vehicle, Skimmer, Fast Skimmer, Walker, Artillery and Fortification. This is specified by the unit type of the vehicle. If there is no unit type specified in the profile, the vehicle is a ground vehicle. Ground vehicles are the basic type of vehicle. The different vehicle types, combined with special rules like Tank, Open-Topped, Fast or Transport, result in a plethora of different combat vehicles. These special rules are often listed in the vehicle's profile next to the unit type, e.g. Type: Vehicle (Tank, Open-Topped). These special rules are explained in more detail on page 64.
Example: An Ork Battlewagon is a ground vehicle with the special rules Open-Topped and Tank.
Vehicle and Terrain
Vehicles interact differently with terrain to represent their clumsiness. A vehicle must take multiple dangerous terrain tests if the model moves through more than one piece of dangerous terrain (see page 42). Vehicles cannot climb up or down in a ruin or similar multi-level terrain — even walkers are too heavy to do that. In addition, tanks and super-heavy vehicles are massive models (page 72) that cannot use cover as easily as other units; against indirect weapons they never get a cover save, making them vulnerable to heavy barrages and bombardments. They get only a cover save if at least half of their hull is concealed.
Note that walkers and artillery do not have the Hulk and Intractable rules and act normally in close combat; other vehicles have the Hulk and Intractable rules instead — therefore they cannot perform assault and attack in combat, and never fight more than a single round in close combat, unless stated otherwise. They are automatically hit if they have remained stationary.
Note that for vehicles, a Combat move is often called 'moving at Combat Speed', and a Cruise move is called 'moving at Cruise Speed'.
Vehicles and Shooting
Because vehicles make up such a huge part of the game, it can't hurt to add some clarifications here.
Vehicles and measuring ranges. As vehicle models normally do not have a base, ranges are measured from the nearest point of the hull (or base, if the vehicle has one) to the target unit.
Vehicles and line of sight. Just like any other unit, vehicles need to be able to draw a line of sight to their targets in order to shoot at them. In the rare cases when it matters (your tank might be targeting a sniper high up in a bell tower), point the weapon against the target and then trace the line of sight directly from the weapon's mounting and along its barrel. This represents that the range of a weapon depends more on the targeting system than whether the muzzle is one yard closer to the target.
Firing arcs. Players should assume that the guns on a vehicle are free to rotate or swivel on their mountings, even if the barrel on the model itself cannot physically do that! On some models it will be actually impossible to literally move the gun and point it towards the target — in this case, measure ranges to/from their hull instead, as normal. Then apply the following guidelines:
- Turret-mounted weapons can usually rotate 360°, together with the entire turret, unless the design of the model prevents this.
- Pintle-mounted (or bolt-on) weapons can either fire in a 360° arc, or fire in a 45° arc from their mounting point.
- Sponson-mounted weapons vary greatly, as some can cover the full 180° of the flank they are mounted on (or even slightly more). This is determined by the shape and position of the sponson's mounting.
- Hull-mounted weapons can fire in a 45° arc from their mounting point.
When firing a vehicle's weapons, refer to the vehicle's entry; if in doubt, point the weapon towards the target and see if the target is visible and can claim a cover save. Only weapons that have a line of sight to the target can be fired. Choose one weapon that fires on the target unit and use its perspective to determine the cover save of the enemy unit.
Vehicles always have the Relentless and Multi-targeting rules (the number of shots depends on the specific unit type), which means, among other things, that vehicle-mounted heavy weapons can be used even if the vehicle moves at combat speed. This also applies for Shooting actions. Vehicles can fire more than one weapon and target more than one unit if they sacrifice one shot for this ability.
Damage Against Vehicles
The process of damaging a vehicle is vastly different from the normal process of wounding infantry and other non-vehicle models, not least because vehicles have Armour Value characteristics instead of Toughness — representing not just the thickness and slope of its armour, but also how difficult a target it is because of its size and speed, and how tough and numerous its crew are. Some massive tanks are protected by countless layers of reinforced adamantium and ceramite plates, while other lighter vehicles rely more on their speed to avoid incoming fire.
Attacking a vehicle. A unit can assault a vehicle in the Movement phase; the move is conducted just the same as when assaulting other enemy units. In close combat all hits are resolved against the vehicle's rear armour, unless the target vehicle has the Tank special rule (see below).
Damage Sequence. 1. Check which models can attack or shoot. 2. Roll to hit. 3. Roll for armour penetration to see if it penetrates the armour plating of the target. 4. Take Saving Throws — each penetrating and glancing hit may be cancelled by a successful cover or invulnerable saving throw. 5. Allocate Penetrating and Glancing Hits to armour groups. 6. Roll on the Vehicle Damage table and apply results.
Check shooting/attacking models and Armour Value. Shooting at a vehicle: 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, spikes and any other detail that is not part of the hull). If the target vehicle is found to be in range, roll to hit as normal.
Vehicle facing & Armour Values. Not all vehicles are equally armoured — each different type of vehicle has different Armour Values, so often some weapons simply can't damage a given target vehicle. Armour Values for individual vehicles vary depending on which facing of the vehicle the shot comes from — front, side, or rear; each facing has a 90° angle.
In most games, the diagram method is sufficient to determine whether a model is in the front, side or rear arc of the vehicle. If the vehicle has an unusual shape (as most daemon engines or crash-landed skimmers have), draw a rectangular box around the vehicle that is as small as possible but still encloses the whole model, disregarding sponsons, decorative details, etc. Draw a diagonal line through the left front corner and the right rear corner, and a second line through the right front corner and the left rear corner of the box — these are the exact borders of the vehicle's Armour Value facings. If the vehicle has a base, disregard the shape of the hull completely, as most skimmers, flyers and walkers have.
If a firing squad has members in two different facings of a target vehicle (some models in the Front and some in the Side, for example), shots are resolved against the facing that the squad leader is in.
Roll to Hit
Shooting. Roll to hit as explained in the Shooting phase's section, using the Majority Evasion value of a squadron.
Close combat. Most vehicles are intractable, and thus have either a WS of 0 or 10 if they have moved, as explained on page 64. Walkers and other vehicles with a WS characteristic use the normal value from their profile. Roll to hit as explained in the Assault phase's section.
Squadron. If you shoot at a squadron of vehicles, check for each vehicle which facing the squad leader is in, and take the Majority value of the corresponding Armour Values.
Armour Penetration
Hitting a vehicle is no guarantee that you will actually damage it. Some weapons are so destructively powerful that they can penetrate even a tank's armoured hull with ease, yet merely result in giving the crew a nasty shock. A vehicle's armour could be completely pierced, resulting in an explosion of titanic proportions — or the attack could have no effect at all.
Roll a D6 for each shot that hit, and add the weapon's Strength characteristic to it, comparing this total against the Armour Value of the appropriate facing of the vehicle:
- If the total is less than the vehicle's Armour Value, the attack has no effect.
- If the total is equal to the vehicle's Armour Value, the weapon causes a glancing hit — the force of the explosion shakes the vehicle up, but can't breach the armour.
- If the total is greater than the vehicle's Armour Value, the weapon scores a penetrating hit — a lucky shot could detonate ammunition held within the vehicle.
Blast weapons. If the centre of the blast marker ends outside the vehicle, but part of the marker covers its hull, the hit is discarded and no roll is made on the Vehicle Damage chart.
Tank. If the target vehicle has the Tank special rule, the roll is modified by -1, effectively negating a lot of the tank's defences — unless the tank is open-topped, in which case this modifier does not apply.
Super-heavy. Super-heavy vehicles withstand volleys of anti-tank fire with ease, representing their sturdy nature; the roll is modified by -3.
If an AP 1 weapon hits a tank, the roll on the damage chart is modified by -2. To damage a super-heavy vehicle in earnest with anything less than a titan weapon, either the -1 tank or the -3 super-heavy modifier is applied (note that a super-heavy tank cannot use the -1 tank modifier as long as it uses the -3 super-heavy modifier).
Ramming. During a Ramming move, additional modifiers apply, as explained on page 119.
Vehicle Saving Throws
Vehicles do not take armour saves, but benefit from rigid, invulnerable and cover saves the same way as other models. If the target is in cover and suffers a glancing or penetrating hit from a shooting attack, it may take a cover save against it, exactly like a non-vehicle model would against a wound.
Note that massive models like tanks and walkers are only in cover if at least 50% of their hull is hidden from the shooting squad leader's view; this counts as a 5+ cover save (3+ for a building, 4+ for a bunker, or 6+ for a hedge). If a special rule or piece of wargear confers to a vehicle the ability of being obscured even if in the open, the vehicle is said to be Obscured (or 'hull down').
Damage Rolls
A hit on a vehicle can have a variety of results. Once a hit has been scored on a vehicle, roll a D6, apply any appropriate modifiers (cumulative unless stated otherwise), and look up the result on the Vehicle Damage table below.
Vehicle Damage Table:
| D6 | Result |
|---|---|
| 1 or less | Crew – Shaken |
| 2 | Crew – Stunned |
| 3 | Damaged – Weapons |
| 4 | Damaged – Immobilised |
| 5 | Destroyed – Wrecked |
| 6 or more | Destroyed – Explodes! |
Modifiers:
| Modifier | Value |
|---|---|
| Glancing hit | -1 |
| Target not under centre of blast | -1 |
| Target is tank* | -1 |
| Target is super-heavy vehicle** | -3 |
| Critical hit during Ramming move | -1 |
| For every point of AV higher than colliding vehicle | -1 |
* not if the tank is open-topped, is hit by an 'AP 1' weapon, or is super-heavy with structure points. ** not if the vehicle has lost all structure points.
Damage Results.
- Crew – Shaken. The vehicle is rocked by the attack, but no serious damage is sustained (or perhaps the crew decides that it is time to quickly relocate). The vehicle is shaken.
- Crew – Stunned. The vehicle's crew is knocked about by the attack. The vehicle is stunned.
- Damaged – Weapons. One of the vehicle's weapons is ripped off by the force of the attack, or perhaps all of the vehicle's targeting and steering systems are temporarily scrambled. Reduce the multi-targeting value of the vehicle by 1 for the rest of the game. If the value is reduced to zero, the vehicle loses the multi-targeting rule and is only able to perform a single Shooting action.
- Damaged – Immobilised. The vehicle has taken a hit that has crippled a wheel, track, grav plate, jet or leg. It is immobile for the rest of the game.
- Destroyed – Wrecked. The attack critically damages the hull or internal systems. The vehicle is destroyed. The model is left in place and becomes a wreck (see below).
- Destroyed – Explodes! The vehicle is destroyed, ripping it apart in a spectacular explosion as its fuel and ammo detonate. Flaming debris is scattered D6" in every direction: every non-vehicle model in range rolls a D6, and for every roll of 1 a unit suffers a single Critical Hit. If the vehicle explodes during the Assault phase, resolve the explosion at the end of the phase, when all covering-up moves have been made. The vehicle is then removed without leaving any residue.
Note: vehicle drivers, gunners and other crew are considered killed if their vehicle is destroyed (either result). We recommend Warhammer 40,000 Vehicle Damage Dice to keep track of the various damage results.
Hull Breach
A vehicle can be destroyed by a single potent hit, or by several smaller hits that dismantle it piece by piece. When a soldier punctures the vehicle's armour, other soldiers can use the breach to attack vital systems inside. Hits only 'spill over' to a higher result on the Vehicle Damage table if the hull was already breached by another unit, or at a previous Initiative step (remember that shooting attacks from the same unit, and close combat attacks with the same Initiative value, are resolved simultaneously). A vehicle can suffer several Damaged – Weapons results; any further such result is also treated as the next higher result. Thus a single roll on the Vehicle Damage table may be increased several times.
To determine the final result, use the following sequence: roll a D6 for every penetrating or glancing hit, beginning with the currently acting player (the players move their units in turn order; models that are locked in combat make a pile-in move instead); modify the rolls according to the chart; look up the results in the Vehicle Damage table and shift the result up if the Hull Breach rule applies; look up the final result.
Example 1: A unit of Chaos Space Marine Havocs fires at a Land Speeder with multi-targeting (1) and scores three Damaged – Weapons results. The first roll disables the multi-targeting rule of the Land Speeder. The second roll deprives the Land Speeder of the ability to shoot altogether and breaches the hull. Because of the two Hull Breaches, the third roll cannot use the Hull Breach rule and is wasted, as it cannot do additional damage.
Example 2: An Eldar Falcon has already suffered several 'Damaged – Weapons' results and consequently has suffered a hull breach. Ork Lootaz fire at the Falcon and score a Crew – Stunned result, which is treated as an Immobilised result due to the Hull Breach rule. If another unit shot at the Falcon, it would be destroyed on any other result than Crew – Shaken — the protection was already penetrated.
Extra Armour and similar devices. Several armies have access to vehicle wargear that treats damage results as another result, or ignores them completely. For example, a vehicle might be equipped with decoy launchers that allow it to ignore 'Damaged – Immobilised' results under certain circumstances. These defensive systems are of no use if the vehicle has already suffered a Hull Breach. Always use these effects before applying the Hull Breach rule.
Example: A Tau Devilfish has already suffered a 'Damaged – Weapons' result. If it suffered a 'Damaged – Weapons' result again, it would be able to use its decoy launchers. However, once the vehicle cannot shoot any more, the decoy launchers would be of no use.
Use protective wargear and special rules, e.g. the Repair crew rule of vehicle squadrons.
Wrecks
Unless stated otherwise, a wrecked vehicle should be marked with some cotton wool, smoke and flames, and left on the table. It continues to block line of sight as if it were intact, but counts as both difficult and dangerous terrain, and provides a cover save of 5+.
Skimmer, Immobilised & Wrecked. If a vehicle gets immobilised or wrecked while there are models under the vehicle, move the models the shortest way possible from under the vehicle. Units that were moved from under the vehicle are allowed to make a 3" Consolidation.
Critical Hits Against Vehicles
A critical hit on a vehicle is an automatic penetrating hit. Cover saves are of no use against critical hits. The vehicle can only use invulnerable saving throws to prevent the hit.
REPAIR
Individual Vehicle special rule
When the systems of a vehicle fail, this doesn't mean that they are utterly destroyed. Often the damage is only peripheral, and can be fixed with the right knowledge and equipment even in the midst of a battle. Most armies field such experts, be it the canny Mekboyz of the Orks, the arcane Techpriests that accompany the Imperial Guard, or the solemn Techmarines of the Space Marines.
Repair (Model Type: Shooting, Support). If a model with this special rule is in base contact with a vehicle during its Shooting phase, he can attempt to repair the vehicle by taking a Repair test: roll a D6. On a result of 5 or more, the controlling player can choose that the vehicle is either no longer shaken, stunned or immobilised, or that one 'Destroyed – Weapons'-type result is reversed. This is a Free action.
SMOKE LAUNCHERS
Individual Vehicle special rule
Some vehicles have small launchers mounted onto them that carry smoke assaults (or a more sophisticated equivalent in the case of some alien vehicles). These are used to temporarily hide the vehicle behind concealing clouds of smoke, especially if it is moving out into the open. Once per game, a vehicle with smoke launchers can trigger them, after completing its move — place some cotton wool or other suitable marker on or around the vehicle to show it is obscured. The vehicle may not perform Shooting actions, but will receive a 5+ cover save as long as the smoke screen lasts. At the start of the unit's next turn, the smoke disperses with no further effect.
Vehicles in a Unit — Squadrons
Most vehicles fight as individual units and are represented as a single model. However, some small vehicles, like Imperial Guard Sentinels and Eldar Vypers, operate in units of more than one vehicle, usually with up to three vehicles in each squadron. Units of vehicles are called squadrons. They are subject to the normal rules for units, with the following exceptions.
Squadron commander. You must choose one vehicle as squadron commander. This model is the squad leader of the unit. Note that the squadron commander is not a character, and therefore cannot cause directed hits.
Unit coherency. When a squadron of vehicles moves, all squadron members have to perform the same Move action and maintain coherency, but vehicles in a squadron need only remain within 4" of each other to be in coherency, rather than within 2".
Damage results. The mutual support of vehicles in squadrons makes them resilient to damage results affecting the crew. Protective wargear and abilities cannot prevent the other vehicles from being affected. Whenever a vehicle in a squadron suffers a Crew – Shaken, Crew – Stunned or Damaged – Immobilised result, the whole squadron suffers the result. On any other result, the damage is ignored. An unmodified roll of 1 is always a failure. If the squadron consists of only one vehicle, it cannot use this ability.
Squadron Discipline (Unit Type: Compulsory). The crews of a squadron help each other fix superficial damage. While the crew of a sole vehicle would be too exposed to make small repairs, squadrons can lay down covering fire to allow battered squadron members to become combat-ready again. Squadrons must use the following action whenever a model in the unit is damaged: roll a D6 and add +1 for each vehicle in the squadron after the first. If the result is 5 or more, the whole squadron is no longer shaken, stunned or immobilised.
Bolstering weapon systems. The expert does not have to stand idle while all vehicles are unscathed — instead, he can choose to proactively bolster the vehicle's weapon systems, but cannot repair any damage in this case. This should enable the unit to shoot effectively, as vehicles cannot shoot through members of their own unit like non-vehicle models can. The vehicle's multi-targeting value is permanently increased by 1, even multiple times above the initial value.
We assume that the squadron's crew members follow the instructions of the expert and help repair their vehicles. Make a Repair roll for each vehicle in the squadron; if at least one of the Repair rolls is failed, he must try to repair the whole squadron. If every roll is a success, no vehicle is repaired. Squadrons repairing 'Destroyed – Weapons' results, and bolstering weapon systems of a vehicle in a squadron, follow the normal rules.
Vehicle Special Rules
BEHEMOTH (Individual Vehicle special rule). The largest battle tanks field firepower sufficient to level towns. Models with the Behemoth rule have the multi-targeting (3) rule.
FIGHTER AIRCRAFT (Universal Vehicle special rule). See page 127.
CREW (Universal Vehicle special rule). See page 103.
TITAN (Individual Vehicle special rule). Titans have the Agile movement special rule and can execute a Cleansing Smash (see page 101). The controlling player can decide in the Assault phase, before any hits are rolled against the titan, that the vehicle is intractable until the end of the turn. These towering war machines stride over the battlefield like ancient gods of steel. They carry enough firepower to vaporise, smash or incinerate an entire army. The lumbering Baneblade tanks of the Imperial Guard, the clunky Gargants of the Orks, and the sleek Barracuda drop ship of the Tau Empire are all common sights in planet-wide campaigns, but they are all outclassed by the mighty Titans.
SUPER HEAVY (Individual Vehicle special rule). Super-heavy vehicles are the epitome of warfare in the 41st Millennium — huge armour-clad constructs that withstand volleys of anti-tank fire with ease. Every roll on the Vehicle Damage table is modified by -3 (note that a super-heavy tank cannot use the -1 tank modifier as long as it uses the -3 super-heavy modifier). Super-heavies have the multi-targeting rule; the result is the multi-targeting value of the super-heavy vehicle, given in brackets next to the special rule. Super-heavy vehicles are always Lumbering (see page 54).
Structure Points. Vehicles with the super-heavy special rule are several times more resilient than normal vehicles. To represent the great amount of damage they can withstand before being knocked out, super-heavies come with a number of Structure Points ('SP'). The remaining Structure Points indicate how much damage the vehicle has already absorbed. As long as the vehicle has at least one Structure Point, it is not destroyed. If the damage roll is a 6, the vehicle loses one Structure Point. Weapons with the Destroyer rule automatically reduce the Structure Points of a super-heavy vehicle by 1 if it hits, in addition to the normal damage. Every time a dice for the roll on the damage table for a penetrating hit shows a natural, unmodified 6, the vehicle loses a further Structure Point (representing a chain reaction), but the modifier is no longer applied. Super-heavy vehicles with a single Structure Point are sometimes referred to as 'Heavy'.
Damage Control (Model Type: Free). The crew of a super-heavy vehicle can try to repair a single damage result, even during an enemy turn. This is a risky undertaking in the midst of a battle — the reactors might overload, or a sloppy repair might cause a catastrophic malfunction. The vehicle can use this ability at any time. Roll a D6. On a result of 4 or more, the controlling player can choose that the vehicle is either no longer shaken, stunned or immobile, or that one 'Destroyed – Weapons' result is reversed; in addition, the vehicle's hull is no longer breached for the repaired result. If this roll is failed, the super-heavy vehicle loses a single Structure Point.
TANKS
Tanks are by far the most common type of vehicle found on the battlefields of the 41st Millennium, where their heavy armour and great firepower are an invaluable asset for any army. In contrast to other vehicles, which use a combination of a small silhouette and speed to avoid damage, the protection of a tank is based primarily on thick armour plating and durable materials like adamantium or wraithbone. This makes tanks very resilient against small arms fire, but also easy to hit — they have only a base Evasion value of 2, and can only claim a cover save if at least 50% of their hull is hidden.
In older Codex books the profile of a vehicle often shows 'tank' as the vehicle type. This means that the vehicle is either a ground vehicle or skimmer (if 'skimmer' is also listed next to the type) with the tank special rule.
TANK (Individual Vehicle special rule). Vehicles with the tank special rule are subject to the following special rules:
- Tanks have the Massive shooting special rule.
- Rolls on the Vehicle Damage table of a tank are modified by -1, unless it is open-topped at the same time or is hit by a weapon with an AP of 1.
- Moving tanks have the Ram movement special rule.
Behemoth. Tanks with a Front Armour Value of 14 always have the Behemoth vehicle special rule, which confers the multi-targeting (3) rule.
RAM
Movement special rule
Instead of evading obstacles, models with this special rule can try to roll over infantry or ram enemy vehicles, driving or stampeding right into and through densely packed enemies. This often throws the opposing battle line into disarray. Models with the Ram special rule may decide to use their mass as a weapon, at the expense of risking a serious collision. Tanks and other models with this special rule are able to perform Ramming moves. A Ramming move follows fundamentally different rules than a normal Move action.
Ramming (Unit Type: Move, Shooting, Support). The unit can move up to double its Move value in inches. This allows them to move faster through difficult terrain as well. A model that makes a Ramming move cannot perform Psychic, Shooting, Stationary and Support actions until it regains combat-readiness in its Consolidation phase.
Check distance. To make this kind of attack, first choose an enemy unit and measure the distance. If the model cannot reach the target because the movement distance does not suffice, or friendly models, massive models that are not the target, or impassable terrain block the way, the move is aborted and the unit can conduct another move instead.
Turn. If the target unit is in reach, turn the ramming model on the spot in the direction of the nearest model in the target unit that can be reached. If the vehicle cannot turn in the desired direction because of an enemy model, the tank shock is aborted as well.
Target unit. When the ramming model reaches its target unit, it interrupts the movement 1" in front of it.
Tank shock. The morale of a soldier can take a serious blow when his squad is about to be overrun by a giant of steel or flesh — having some monstrous metal behemoth coming straight at you is unnerving for anybody. The rammed unit must pass a Morale check (pinning) or it becomes shaken.
Comes to a halt. The ramming vehicle comes to a halt if it becomes stunned, immobile, or is destroyed. A squadron or unit comes to a halt if a single model in the unit does.
Dodge. Regardless of the outcome of the Morale check, the target unit can try to dodge the ramming model — this is not as easy as for units that were merely coincidentally in the way, because the ramming vehicle or creature actively tries to harm the target unit. A dodging unit may make a 6" Consolidation to get out of harm's way. Massive models can only make this move if they have either the Jump or the Airborne rule, and pass a Dodge test. Roll a D6 for the unit — on a result of 3+ the unit is able to dodge. Units that are immobilised or stunned can never dodge.
Move forward. Once the vehicle has been 'aimed', move it straight forward until it reaches the target unit — no other changes of direction are allowed during a ram. If the ramming unit comes into contact with an obstacle, stop the unit temporarily 1" in front of it and resolve the situation as follows. Models cannot use their Jump or Airborne terrain special rules to fly over any obstacle, as the model has to deliberately fly low to ram its target.
- Terrain. If the moving model reaches any rough terrain, make a dangerous terrain test and continue the movement if the model does not come to a halt. To represent that the model wilfully risks structural damage, each dangerous terrain test is failed on a roll of 1 or 2. However, the model can modify any roll on the Vehicle Damage table by -1.
- Impassable obstacles. If the model reaches impassable terrain, a friendly model, a model locked in close combat, or the table edge, the move ends 1" in front of the obstacle.
- Enemy units. If the model reaches an enemy unit that is not the target, they simply let the moving model move through their unit, as if they were not there. The evading unit is not moved; the ramming model keeps moving straight on — even stunned units have the chance to drag themselves out of the danger zone, as they are not the primary target. The ramming model cannot move over massive models: if the massive model is not part of the target unit, the ramming model comes to a halt 1" in front of it, and the models do not collide.
Death or glory. Units that are not able to dodge can only hope to avoid a collision by blasting the ramming foe to pieces before it reaches their position. Very confident units may even deliberately choose to forfeit their chance to escape, in order to stop the ramming vehicle in its tracks with pure firepower. A unit that does not dodge (involuntarily or not) may carry out a Defensive Fire action, targeting the ramming unit.
Collision. If the ramming model has not come to a halt, slide the ramming model forward; whenever it comes into contact with a model (with their bases/bodies/hulls as usual), the two models collide. Ramming skimmers cannot change their altitude and fly over models they do not touch. The size of a model matters in a collision, as most tanks can collide with hundreds of foot soldiers without taking damage: extra large (gargantuan creatures and super-heavy vehicles); large (vehicles and massive models); small (anything else).
Models under the ramming model. If some enemy models would end up within 1" of the vehicle, or even underneath it, when it reaches its final position (whether or not the model is in the target unit), these models must be moved out of the way by the shortest distance, leaving at least 1" between them and the vehicle and maintaining unit coherency.
Charge by chance. After the ramming model has finished its move, the target unit can perform a Charge by Chance if it is not shaken or subject to a similar rule that bars it from performing Support or Assault actions.
If the ramming model collides with a model that is smaller than itself, it continues its move as if passing a unit that is not targeted, but the target unit receives one critical hit for every model passed over. If the model reached is of equal size, both models receive a critical hit; if the rammed model is destroyed by the collision, the ramming model continues its move (if it is not too damaged itself), otherwise it comes to a halt. If the model reached is of greater size, only the ramming model receives a critical hit and comes to a halt.
If the ramming vehicle cannot be damaged by the collision, resolve the critical hits for all rammed models in a unit together; otherwise, resolve the collision model for model (the damage can still be distributed to any model in the unit).
Damage roll modifier. During a collision, the roll on the Vehicle Damage table for the critical hit is modified by -1, to represent that the force of the crash is distributed over a large contact surface, diminishing its penetrating power. If two vehicles collide, the vehicle with the better Armour Value at the impact point can modify the roll by a further -1 for every point its AV exceeds that of its adversary.
Example: A Leman Russ Battle Tank (AV 14 at the front) slams into the side of a Chaos Rhino (AV 11 at the side). The damage roll for the Leman Russ is modified by -4 (-1 for the collision and -3 for the AV difference). The damage roll of the Rhino is modified by -1.
Squadrons, units and ramming. Before a squadron or unit with more than one model starts a Ramming move, move all other models into contact with the squad leader, or a model that is in contact with the squad leader, or a model that is in contact with a model that is in contact with the squad leader, and so on. After this, the conglomerate of models moves during the Ramming move as if it were one gigantic model — representing the models assuming a tight formation to make it nigh impossible for the foe to escape. This preliminary move counts against the movement allowance of the unit. If the Ramming move is not possible, the unit must perform another move action (the models have already moved). If the squadron collides with something big, the unit only receives a single Critical Hit instead of a hit for every model. Dangerous terrain tests are rolled for each model. When the unit is shot at, allocate the damage as normal.
Continued movement. The ramming model can continue its forward movement after resolving the collisions with the target unit, but if it reaches another unit, it stops 1" in front of it — the ramming move has lost its momentum.
Transports
Some models can carry infantry across the battlefield, and the advantage of being able to move a squad rapidly from one area to another under the protection of layers of additional armour is obvious. The danger comes if the transport itself is destroyed before its passengers disembark, as they could get trapped inside the collapsing bio-construct or exploding vehicle. There is a wide variety of transports on the battlefields of Warhammer 40,000 — the staunch Rhinos of the Imperium of Man, the lightning-fast Raiders of the Dark Eldar, or the caterpillar-like Cerebores of the Tyranid swarm fleets. Whole battleforces rely exclusively on the mobility of transports, be it the Kult of Speed of the Orks, the Swordwind hosts of the Eldar, or the mighty Land Raider attack forces of the Iron Hands Space Marine Chapter.
Models that are defined as transports have several additional characteristics: Transport Capacity, Fire Points and Access Points.
Targeting embarked units. Embarked units cannot be targeted by any ability, weapon or rule unless stated otherwise explicitly. If a rule affects 'every unit within x inches', the transport is affected but the embarked unit is not.
Actions & embarked units. Embarked units cannot perform Support, Combat and Disembarked actions. Embarked units never make Consolidations, Shooting and Psychic Actions, but are subject to additional rules as explained in this section.
Morale and conditions. Embarked units are not subject to the shaken, broken and stunned conditions, and each of these conditions is immediately nullified upon embarkation.
Fire Points. Each transport may 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 transport can fire (or use any other Shooting action). The number of models that can fire from each fire point is specified in the vehicle's entry, and the other transported models may not use Shooting actions. Models that fire from a transport can fire on a different target than the vehicle, but the unit must fire at a single unit as normal. The line of sight is determined from each fire point; to determine if the target unit is in cover, use a fire point chosen by the shooting unit's controlling player. Ranges (including point blank ranges) are measured from the transport's hull, body or base.
Transports offer a stable firing platform and often provide enhanced targeting systems and gun mounts. Therefore, models embarked on a transport have the relentless shooting special rule. The field of vision of a soldier firing through a narrow firing slit is greatly reduced — to represent this, an embarked squad may only target units within 18". This doesn't affect the range of a weapon to resolve other situations, like the distance at which a Melta weapon gets an extra Armour Penetration dice.
If a model uses the multi-targeting rule to perform several Shooting actions, it needs an equal number of fire points (and a line of sight from each of them) to do so — for example, a model needs two fire points to fire an ordnance weapon from the passenger compartment of a transport.
Shooting from moving transports. If the transport is damaged or moves fast, this affects also the shooting performance of any embarked unit. Only a single model of an embarked unit can fire a weapon if the transport is shaken or has moved at combat speed (or, in the case of a fast transport, has moved at cruise speed). If the transport cannot perform Shooting actions, embarked units cannot perform Shooting actions either — the passengers are shaken as well, or the fire points are destroyed. If the transport cannot perform Stationary actions, or has lost its multi-targeting rule (temporarily or permanently), each embarked unit can only perform a single Shooting action.
Passenger Capacity. Each transport model has a maximum passenger capacity, which can never be exceeded. If not stated otherwise, a transport may carry a single infantry unit, or combined unit including any number of Independent Characters (as long as they count as infantry), up to a total of models equal to the vehicle's transport capacity. The entire unit must be embarked on a single transport if any part of it is — a unit may normally not be spread across multiple transport models. Only models whose unit type is 'infantry' may embark in transports, unless the transporting model's rules specify otherwise.
Some larger infantry models may count as more than one model for the purposes of taking up a transport's capacity, and this will be specified in the transporting model's rules (for example, each Space Marine Terminator counts as two models). Sometimes there will be constraints on which types of models can embark on a particular transport, and this will be specified in the unit's entry — Space Marine Terminators, for example, cannot embark on a Rhino or Razorback, although they may be transported by a Land Raider.
Embarking (Unit Type: Disembarked, Disengaged). A unit can embark a transport in its Consolidation phase. When the unit embarks, making a note or otherwise marking that the unit is being transported, it is removed from the table and placed aside.
- If the transporting model has not moved during the current game cycle, embarking units can measure to the base of a transport.
- If the transporting model has conducted any other Move action, the controlling player can choose to measure the movement from either the access point or the base of the transport.
- If the transporting model has already conducted a Combat move in this game cycle, it cannot embark, as a unit can only perform one Move action per game cycle.
If the squad leader of the unit is within 3" of an unblocked access point of the transport, the unit has successfully embarked the transport. If the squad leader is not within range, the unit remains in place. You cannot leave some models inside the transport.
Embarking and Joining. This allows independent characters to embark onto a transport that is already occupied by another unit; if a unit embarks onto a vehicle that is already occupied by another unit, it must join or be joined by the embarked unit afterwards. If the unit is not allowed to join or be joined, a unit cannot embark/disembark even if the vehicle has a base.
Disembarking (Unit Type: Free). Models can voluntarily disembark in the Movement phase by performing a Move action, and measure the distance from one of the transport's unblocked access points. This is an action of the unit alone, not the transport — the transport model can move at a later point during the Movement phase, or in a different turn.
Pretend that every model starts the movement directly behind the access point. The sort of movement the unit is allowed to perform depends on the speed of the transport: the disembarking unit can perform any Move action except those with the Disembarked type, including a Combat or Engage move of its own. The unit must end the move completely on the table.
Access Points. Each model 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 transport.
Blocked access point. If an enemy unit that is not locked in combat is within 2" of an access point, the access point is blocked and cannot be used to embark or disembark through. If all access points are blocked, the transported unit cannot disembark.
Vehicles with a base. When a unit disembarks, remember that embarking nullifies any condition except being immobile.
More than one Embarked unit. Some transports can accommodate several units that have not joined.
Transport destroyed. If a transport is destroyed, or the embarked unit is otherwise forced to disembark, it must perform an Emergency Disembarkation.
Emergency Disembarking (Unit Type: Compulsory). The controlling player of the disembarking units chooses a single access point and places the unit as near as possible to this point using the deep strike rules for units in critical range, without scattering. Place one model in contact with an unblocked access point (or where it had been some seconds ago), and place the rest of the squad following the rules for deep strike in critical range (page 140). If the unit cannot be placed completely because all access points are blocked, or there is not enough space to place all models, the unit should be in a tight, circular formation, as models can be placed on the wreck.
Every enemy unit that blocks one or more access points of the transport can immediately execute either a Defensive Fire or Charge by Chance action at the disembarking unit. The controlling player of the blocking units can choose the order in which the units act; in a multi-player game, resolve this in turn order of the players. If the disembarking unit survives this retaliation, it has successfully hacked its way free. The unit is shaken afterwards; if the transport was a vehicle, it is stunned as well.
Remember that a unit inside a vehicle that explodes receives a critical hit for every model that rolls a 1 on a D6. Whenever a rule affects a transported unit, all units are affected.
Trapped! To be inside a collapsing transport while the enemy blocks the only exit point is a deadly situation. Even then, the chance of survival is slim — this is the position the unit tries to escape. The only chance of escape is to fight through the enemy blockade.
Disembarking and Deep Strike. Some units arrive on the battlefield inside a drop pod, a flyer, or even a tank that was dropped from a low-flying drop ship. Units that wish to leave a transport during the turn of their arrival via deep strike can only make a Combat move. If the unit has performed the emergency disembarkation in its own turn or a friendly unit's turn, it is treated as normal.
Transport Special Rules
ASSAULT TRANSPORT (Individual Transport special rule). Assault vehicles are rare and usually reserved for carrying elite warriors into the heart of the foe (such as the swift Eldar Falcon). Assault vehicles are designed to bring the battle to the enemy.
OPEN-TOPPED (Individual Transport special rule). Some vehicles are much less armoured than tanks, but such vehicles are chosen separately and occupy a Force Organisation chart slot of their own (for example). This makes them excellent at transporting troops, but it also means they are more vulnerable to damage because of their lightweight construction and the fact that their crew is exposed to enemy fire. A typical example of an open-topped vehicle is an Ork Battlewagon.
Shooting. Models with the open-topped rule do not have specific fire points. Instead, passengers in an open-topped transport may fire from any point of the model's body or hull. The number of models that can fire from an open-topped transport is not limited by the number of fire points. Check the line of sight and cover saves of the target unit from any point on the hull or body of the transport (this does not need to be the spot that you used for measuring distances). A unit is allowed to conduct Run and Charge moves to disembark from an open-topped transport that made a Combat move. An embarked unit may carry out a Combat or Engage move to disembark from an assault transport that has made a Cruise move in this game cycle.
Disembarking. Open-topped vehicles do not have specific access points. Models can embark or disembark from any point of the vehicle; the access cannot be blocked by enemy models. The only situation in which a unit embarked on a destroyed open-topped transport is trapped is when the transport is surrounded in a way that there is not enough space to place the models.
Open-topped tanks. Tanks that are also open-topped do not receive their -1 modifier on the Vehicle Damage table. Models that are not tanks suffer no penalty from being open-topped, as their less robust construction is already factored into the model's Armour Values or Toughness.
DEDICATED TRANSPORT (Individual Transport special rule). Sometimes a unit entry in a Codex book will include a transport option, allowing a vehicle to be selected together with the unit. These transport vehicles are known as Dedicated Transports. Their great advantage is that they do not use up a slot of the Force Organisation Chart. 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 joined units like independent characters), and must be part of the same strike force when held in reserve as the parent unit. Other, heavier, more powerful vehicles may also have a transport capacity; after the game begins, it can then transport any friendly infantry unit, subject to transport capacity and other special exclusions.
RAPID INSERTION (Individual Transport special rule). If the transport has moved flat out or at cruise speed, units in close proximity to a flyer can perform the following action [context bleeds from Flyers below]. Models that disembark by using this special rule can act in this turn as if they have arrived from reserve via deep strike, but are not subject to Defensive Fire. This does not count as arriving from reserves. Nominate any point over which the transport moved, and deploy the squad as if it were deep striking onto that point. If the unit scatters, every model must immediately take a dangerous terrain test.
SEGMENTED (Individual Transport special rule). Some fortifications are divided into several segments to establish additional layers of defence, or the structure is so colossal that its interior is a labyrinth that hinders the movement of troops considerably. A unit that 'embarks' on a fortification with this rule and 'disembarks' in its next turn must use the same access point for both actions. If the access point in question is blocked, the unit cannot exit. In a later turn, the unit can use any access point.
ORBITAL DEFENSES (Individual Transport special rule). Orbital defence lasers, anti-air missiles and flak cannons are the last line of defence against a planetary invasion. They are high-priority targets for the attacking vanguard to ensure a safe descent for the main host. To defend these crucial weapons, they are almost exclusively deployed on strong, walled structures. If a vehicle or massive model deep strikes within 24" of a fortification with this special rule (after scattering), the model must make a dangerous terrain test (if it doesn't land in dangerous terrain anyway). Models that conduct a Supersonic move and end their move within 24" of the fortification must take a dangerous terrain test as well — their airborne rule is of no use here.
COMM STATION (Individual Transport special rule). A comm station consists of several long-range communication relays, tactical displays and information hubs. The troops that man the fortification can use the devices to get information about approaching enemies and dangers that are normally too far away for the garrison to counteract. Units 'embarked' on a fortification with this special rule can target units that are not within 18".
Flyers
While the armies clash on the ground, a second war rages in the skies. Aircraft, gunships, long-range bombers, sub-orbital fighters, skysnakes, automated drones and flying Tyranid creatures are only some of the examples of flyers in Warhammer 40,000. Flyers can strike anywhere on the battlefield in the blink of an eye and deploy drop troops where the enemy is unprepared. Whoever reigns the skies holds many invaluable strategic advantages. 'Flyer' is not a unit type. The Flyer rules amend several of the core rules.
FLYER (Movement special rule). Some aircraft are equipped with grav engines or vectored thrusters to hover over the battlefield, to use their weapons to their full effectiveness. This represents that aircraft used in a ground attack role are usually capable of switching into a hover mode where they act more like a skimmer than a flyer — roughly the same battlefield role as a dedicated ground-attack gunship. Some alien flyers, primarily those of Eldar and Necron origin, can operate at unnaturally low speeds with a manoeuvrability that defies every law of nature; but some Tyranid creatures are also fast enough to earn this rule.
The model has the flyer special rule until the start of its next turn. Fighter aircraft only ever use the Move value and the terrain and movement special rules of their unit type in extremely unconventional situations.
FIGHTER AIRCRAFT (Individual Vehicle special rule). Fighter aircraft are real flyers that are not capable of hovering or flying at low speeds. Some fighters are even capable of space flight, and are used in space combat as often as in air combat. A fighter aircraft cannot perform any other move than a Supersonic move. Fighter aircraft have the multi-targeting (4) rule.
Supersonic move (Unit Type: Move, Disembarked). A model with this ability is able to conduct Supersonic moves. Usually only skimmers can move at supersonic speed, but some Tyranid creatures are also fast enough to earn this rule. If a model moves at supersonic speed, every unit that conducts a supersonic move becomes subject to the flyer special rule until its next turn.
Move the model straight forward as far as you like, but at least 12". The model cannot turn during the complete movement. Most models with the supersonic rule can decide each turn if they move at that speed or at a lower speed.
A supersonic aircraft is so fast that it stays only for a split second above the area represented on the tabletop, but with more elegance: move the aircraft straight forward until it reaches the table edge and leaves the battlefield, then place two markers at the start of the move to mark the attack vector of the fighter (the second marker, called 'attack marker', can be placed anywhere in the front arc of the model — use a 90° arc). An entry marker can be placed on any table edge in the front arc of the model. If you cannot place the markers or the model at any time during the movement, the squadron is placed back in reserve as explained above. The aircraft can even move beyond the attack marker.
If this is not possible, the model is placed in reserve and can arrive in its next turn. This does not count as arriving from reserves and it cannot use any deployment special rules in this case. It counts as having moved at supersonic speed from the start of the game.
Discard the marker at the start of the flyer's next turn. Place the model back on the table in contact with the entry marker so that it faces directly towards the attack marker.
Squadrons. Each model in a squadron (or unit) moves as a separate unit, but the squadron must end up in unit coherency.
Shooting. The aircraft can only target units within 2" of the attack marker.
Enemy shooting. Flyers have an Evasion value of 6 that is never further modified. Every weapon that is shot at the flyer or its unit has the Anti-Aircraft rule. Template weapons cannot hit flyers.
Terrain. Flyers are never 'in terrain' — not only do they not take dangerous terrain tests (unless they do land in dangerous terrain), they can also be placed over any unit the flyer has moved over.
Actions. Flyers can never perform Stationary and Support actions. They cannot perform Assault actions.
Assault. Units cannot assault flyers unless they have the airborne or jump special rule.
Transport. If a flyer is destroyed, embarked units are completely destroyed as well. Units cannot disembark from, embark onto, or fire from a flyer, with the only exception being the use of bombs.
If the model does not have the multi-targeting rule and gets immobile or stunned, it is destroyed. If the model gets immobile or stunned and does have the multi-targeting rule, passengers can still disembark, but they must do so as follows: they make an Emergency Disembarkation. Units with either the jump or airborne rule are not removed from play. Models with the airborne or jump rule can make a more controlled descent.
Incoming! (Unit Type: Support). Soldiers warn their comrades that an enemy attack craft is approaching. Mark one flyer within 3" of the unit. If they are close enough they can even transmit valuable information: the attack vector of the aircraft, its armament and weak spots.
AERIAL ASSAULT (Individual Shooting special rule). Attack aircraft, gunships, sub-orbital fighters, automated drones and flying Tyranid creatures are only some of the examples for flyers in this role. A model with this special rule can multiply the number of Shooting actions granted by the multi-targeting rule by 6 instead of by 2 (if it has remained stationary; fast models if they have performed a Combat or Engage move or have remained stationary).
GUNSHIP (Individual Shooting special rule). If the model gets immobile or stunned, it is destroyed immediately. The aircraft crashes a few miles behind the enemy lines.
Fortifications
The buildings of the Warhammer 40,000 universe range from the small, primitive structures built by tribesmen on feral planets, through to huge futuristic skyscrapers, crystalline spires, hardened adamantium bunkers or glistening biostructures. This section deals with buildings that were erected by one of the opposing forces as fortifications, or were at least seized and put to use as war assets. Fortifications are equipped with a wide range of weaponry, and can usually accommodate a whole company of soldiers — be it automated gun emplacements, command bunkers, orbital defence lasers, various types of bastions, comm stations or huge fortresses. Fortifications are usually taken straight from the Codex book like any other unit. Some fortifications can be fielded by choosing the appropriate stratagem, or are part of a mission and automatically granted to one side. No matter the origin, fortifications are a part of your army in every respect.
Buildings that are used by the troops merely to get cover behind, without interacting with them — like civilian structures, ruined fortifications and small ad-hoc emplacements — are dealt with in the Terrain section. These buildings cannot be entered, are not destructible, but grant cover saves and have various terrain rules.
Fortification Profile
All models with the 'fortification' unit type have the following rules. Fortifications have no Move value.
Special rules: Vehicle; Fearless (2); Immobile; Hulk; Intractable; Massive; Multi-targeting (1).
It is hard to imagine a building as a vehicle, but in game terms they follow exactly the same rules — in fact, the vehicle rule is part of the fortification unit type. As vehicles, they have Armour Values and a Ballistic Skill. Much like walkers, some fortifications even have close combat characteristics, most often due to a daemonic or alien infestation. Models with the unit type fortification can receive the same special rules as other models — for example, huge fortresses often have the super-heavy special rule, and fortifications that can be entered are transports.
Not terrain. It doesn't hurt to stress that fortifications are not terrain. Models are not in terrain if they are in contact with the fortification, and jump troops cannot land on the roof. The only way to get inside the building is to conduct an Embark action. Models partially hidden by a fortification can claim a cover save of 5+, as any model that is concealed by a massive model.
Attacking Fortifications. The best way to kill enemy troops in a fortified position is usually just to destroy the fortified position. Units may shoot at or assault an occupied building just like any other vehicle. Units inside a building may not be attacked directly, but will be affected in the same manner as units inside a transport should the building be damaged, and so may suffer damage and/or be forced to 'disembark'.
Bunkers and bastions have an Armour Value of 14 all around. The Armour Values of fortifications may vary between 12 and 14, depending on the condition of the structure — a freshly built Rail cannon emplacement of the Tau might have an Armour Value of 14, while a rotten bastion of the Imperium that stood safeguard on some backwater planet for millennia might have only an Armour Value of 12. When shooting at a building, roll to hit and for armour penetration normally (in close combat they are hit automatically, just like other stationary vehicles).
Wrecked buildings are treated like any other wrecked vehicle, and therefore become difficult and dangerous terrain. Fortifications are massive; this is of importance when determining cover saves (in the rare case that some terrain is large enough to hide a fortification), or resolving Ramming moves. This rule reduces the Evasion value of the fortification to 1. Fortifications are Immobile and cannot move. They do not suffer a Hull Breach for the 'Damaged – Immobilised' result until the enemy rolls this result on the Vehicle Damage chart for the first time.
(You can also play huge siege battles with dozens of fortifications using the narrative game rules. Note that their point costs are not altered even though fortifications lose their edge in narrative games.)
Fortification Special Rules
These special rules are almost exclusively used by fortifications. If a different transport has one of these rules, replace the word 'fortification' with 'transport'.
Occupying Fortifications. Models can enter or exit a friendly fortification with the transport rule through a doorway or other opening that is assigned as an access point. Moving into or out of a building works exactly like embarking or disembarking from any other vehicle (including emergency disembarkations). All of the normal rules apply, so only one infantry unit may occupy a building at one time.
Often, a Codex specifies that a certain infantry unit made of rather large models may use transports, but will count as more than a single model (Space Marine Terminators, for example, count as two models each) — these rules also apply whenever such units enter a building (so, up to five Terminators could occupy a bunker that has a capacity of ten models). Large fortifications usually have an infinite 'transport' capacity — they can hold any number of models from a single unit. Models entering a building are removed from the table; you can either note down where they are on a piece of paper, or place them on the parapets or roof of the building.
Firing from Fortifications. Just like any other transport model, fortifications 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. Note that all of the models in a unit firing from a building can only target a single enemy unit within 18", as normal. Some fortifications with exceptionally large parapets are treated as open-topped, as specified in their profile — these buildings are formidable firing platforms, as any model in the unit can shoot.
(The Narrative games section introduces additional rules for fortifications that make their use more dramatic — models on the ramparts can be shot at, and desperate hand-to-hand fights ensue on the battlements as the attacker tries to establish a breach head.)
Organizing a Battle
Now that you've learnt the rules for moving, shooting and fighting with your army, we'll look at how to organise a game of Warhammer 40,000, including how to choose your forces, how to set up the battlefield and how to select a mission.
Agree Points Limit & Choose Forces
A game of Warhammer 40,000 can use as many models as you can collect. The army lists included in the Warhammer 40,000 Codex books specify the precise characteristics and abilities of each troop type, detail how many you can use, and provide a points value for each. The better a combatant is, the more points it will cost. Normally a soldier will have a basic cost, which is then increased if you upgrade his equipment or abilities.
The most popular approach to playing a game of Warhammer 40,000 involves both you and your opponent selecting forces to a previously agreed points limit. A limit of 2,000 points per side produces a well-balanced game that can be concluded in a few hours. As you build up your armies and enter the ranks of the veteran gamer, you will no doubt crave opportunities to get your entire figure collection onto the battlefield and play with bigger points values. Don't be in a mad rush to play huge points limit games — it is far better to start small and gain familiarity with the rules rather than trying to master everything at once. You will inevitably make mistakes in your first few games, so it is better to play a number of small, quick games to learn the ropes before moving up to a full-size game.
The first thing players need to do when arranging a game is to decide what points limit they are going to use. For example, they may agree to play a 1,000 points game, in which case the total value of all models in each player's force must come to 1,000 or less (it will often be a few points short, but it still counts as a 1,000 point game).
Force Organisation
Once they have agreed a points limit, the players will pick their forces using the Codex book of the army they have chosen and collected. As detailed in each army Codex, all the forces you can use are categorised broadly by categories that tell you something about the role the troops in question play in the army. These roles are: HQ, Elite, Troops, Fast Attack and Heavy Support.
- HQ. A Headquarters unit might be a single heroic commander or powerful monster. These models are amongst the most powerful in the game, as leaders will generally have access to more special equipment than everyone else. They are not invincible, but can provide a powerful spearhead for an attacking army, and a strong core for a defensive one. Every army will contain at least one Headquarters unit to command it.
- Elites. An Elite unit will normally be a powerful but expensive option. Elite choices are often the best soldiers an army has to offer, but there are never enough of them. In some cases they will be specialists, while at other times they will be more experienced versions of the regular rank-and-file soldiers.
- Troops. Troops represent the most commonly available soldiers in an army. This does not mean they are poor fighters, though — the category includes such troops as Space Marines and Tyranid Genestealers, both formidable adversaries. These are the warriors that make up the bulk of an army, and, as such, every army will have at least two such units. Their main tactical role is that of consolidating the gains of the army, defending the objectives that have been taken by the more specialised units.
- Fast Attack. Fast Attack units are generally (surprise, surprise!) faster than their comrades, and are masters of manoeuvre. Often they will be responsible for reconnaissance and scouting, while at other times they will be specialist assault troops relying on speed to strike at the heart of the enemy.
- Heavy Support. Heavy Support units are literally the big guns of the army. In this section you will find the heaviest items of equipment and the toughest creatures. However, these units are also often the most expensive in points, so an over-reliance on them could see you being heavily outnumbered.
Force Organisation Chart. The minimum and maximum numbers of each of these types of unit are detailed on a Force Organisation chart. Each player must use the Force Organisation chart for his army, those presented in this section of the rulebook, which is used for all standard missions. Dark boxes are compulsory selections — these ensure that whatever else you select, you will always have to take at least one Headquarters selection and two Troops selections. One box on the chart allows you to make one selection from that part of your army list; sometimes a single choice will allow you to select more than one unit, or some units (like the Baneblade of the Imperial Guard) take up two selections of a given type — this will always be explained in the appropriate Codex, so be sure to read it carefully. The chart allows you to build the minimum-sized force that can reasonably be expected to complete a mission; this is rarely a disadvantage, and many players often use the maximum number of Troops selections.
Multiple Detachments. As your collection of miniatures grows, the urge to use them all at once will become hard to resist. Above a total of 3,000 points, an army will consist of many such detachments. Each detachment will be a separate army, using its own Force Organisation chart. The combined army must still abide by the point limit. If you want to play an especially large game, you should also agree a maximum number of detachments.
RULESET. It is important to agree with your opponent which rules are used in the game. For most games the standard rules presented here are probably your first choice — the basic rules are preferable, as they are quick to learn and quick to handle on the gaming table. Narrative games use the standard rules but push the boundaries to the extreme; the arsenal of datasheets, stratagems, missions and terrain features available in narrative games is several times larger than that for standard play. If you want to unleash the full potential of Warhammer 40,000, or you want to play a game that tells a compelling story, head over to the Narrative games section in this book. Please note that point costs are scaled in regard to the standard rules.
TEAM PLAY. All missions are well suited to be played as a battle between two (or more) teams of several players. All you really need to do is to replace the word 'player' with 'team of players'. This is not mentioned explicitly, as the rules for team play are as simple as it gets. All players bring their own forces and combine them to a grand army; individual players can use different Codex books, but the players can decide how many troops each of them contributes — a team game is also a good opportunity for a player who is just building his army to participate with a small contingent of troops. Each team coordinates the strategy of the common army as a single player would do for his army. Rules that affect friendly units do affect units taken from a different Codex when they are controlled by a player from the same team, and your units cannot join or embark onto units of another player. There are no limitations on which armies would work together, though you should also agree a maximum number of detachments; then you know best which armies form a believable alliance and which do not. From a rule's point of view there is nothing to be said against an alliance of Eldar and Emperor's Children, or Tyranids and Black Templars.
Multi-player games. If several players are pitted against each other, individual players can use different Codex books, using its own force organisation chart, each performing separate missions.
Prepare the Battlefield
The gaming surface. All Standard Missions are designed to be played on a 6'x4' gaming surface. As a general rule, in Warhammer 40,000, the more terrain the better the gaming experience. We expect that about a quarter of the total playing surface should have terrain on it. The assumption here is that if terrain pieces are roughly 12" by 12" and be uniformly square, then six are needed to fulfil the 25% terrain recommendation on a standard 6'x4' table (these dimensions are approximate, and under no circumstances should terrain features be uniformly square, as irregular features look much better!).
In your terrain collection there should be a good mixture of types. An equal division between terrain which interferes with line of sight and provides cover (such as woods or ruins), terrain which provides cover but does not block line of sight (such as scrubland and low rubble), and terrain which blocks line of sight but provides little cover (such as gentle hills or ash waste dunes) makes for good tactical play. If you use too little terrain, games will be short and not very satisfactory, with too much advantage going to the player who gets to shoot first. If you have not enough terrain that blocks the line of sight, you can use the dense terrain special rule more open-handedly to compensate for it.
How much terrain. For a balanced game, no model should be able to see more than half of the opposing table edge, no matter where the opposing player deploys, where close combat troops have a chance to get into contact with the enemy without being completely blown away in a couple of turns.
Setting up terrain. Setting up a well-modelled, interesting battlefield will enhance the enjoyment that you get from playing a game of Warhammer 40,000. It is best if the players place the terrain together, ensuring that the set-up is acceptable to them both. In tournament play, terrain will normally be pre-set by the organisers, or you may ask an uninvolved person to set up the terrain in a fair and balanced spread. A third common way of setting up the terrain is for the player hosting the game (or arriving first at the club) to set the terrain up.
Table edges. The concept of 'own' table edge is important. If it is not self-explanatory (because the players do not each sit behind one of the long table edges) — in other words, in a multi-player game, several players 'own' the same table edge — the mission determines which of the long table edges is yours. The opposing table edge (sometimes called opposing player's table edge) is always the long table edge on the opposite side of your own table edge. In a game with two players this is straightforward. In this case it is important to remember that the opposing table edge is strictly the opposite table edge, towards the player himself, because when units fall back, they will always fall back towards 'their own long table edge' (we assume this is in the direction of their base of operations). The remaining two edges of the gaming surface are referred to as the two 'short table edges'. Treat the table edge as impassable terrain. Units cannot move off the table unless the rules allow this explicitly (for example, broken units and flyers).
Define terrain. Before continuing, you should agree with your opponent how to define each piece of terrain you are using (see page 42 for more details). This doesn't take more than a few minutes, but it is important to do before the battle starts, otherwise it has a tendency to cause confusion and arguments in the middle of the game. Of course, if you are playing with your usual adversary on the same terrain that you always do, or if you are playing over some new terrain, this will be as simple as saying "Just like last time, okay?" However, with a less familiar opponent, remember to clarify the following:
- What is the area each piece of terrain occupies?
- Which terrain pieces are difficult, dangerous, multi-level and/or dense?
- Which parts of the terrain are impassable?
- What cover saves do different terrain pieces confer?
Choose Stratagems
Stratagems are special tactics an army can employ, which give his army various advantages. They are chosen directly after setting up the battlefield. In Standard Missions players do not have a fixed number of stratagems they can choose. Instead they determine the number of stratagems at their disposal by using the Tactical Gambit rule (see below).
Choose Deployment Zone
Each mission describes where on the board the armies are deployed. This area is often called a 'deployment zone', even if it is not a fixed area and changes depending on the opposing player's deployment. If a mission describes no other method, the table is divided lengthways into two halves by drawing an imaginary line through the middle of the short table edges (a 6' x 4' table would have two 6' x 2' halves), with all models more than 12" away from the table's middle line.
The players roll off. The winner can choose his deployment zone first. Once a player has chosen his deployment zone, he can name the next player that chooses his deployment zone, and so on.
Tactical Gambit
The history of the 41st Millennium is rich with battles that were lost before the first shot was fired — be it that the commander overestimated his troops or his own tactical acumen and attacked a well-fortified enemy position that proved more than a match for his forces, or that a quick-witted enemy spotted a hole in the defences, seized the opportunity, and struck a decisive blow before the commander had a chance to react. A good commander weighs up what is of more strategic value — to have the initiative in battle and be able to attack in full force, or to be able to carefully plan the circumstances of the battle: the terrain, the daytime of the fight, and the reinforcements.
The players make a bid before the game for the first turn. The player that has chosen the deployment zone first bets a number of Strategy Points (SP). He can begin with a bet of 0 SP. The second player can either raise the bet or bail out. If he raises the bet, he has to bet a higher number of SP (equal is not enough) than the last bet — the first player can raise the bet again, or bail out, and so on. The betting continues until one player bails out. If he bails out, he is granted a number of Strategy Points equal to 25% of his own bet (rounding up); he preserves his chance to go first. The remaining player is the winner and decides which player goes first immediately.
The loser can spend the SP of the last bet of the winning player on Stratagems from page 146. He can spend the points on Stratagems, but not on those that cannot be taken multiple times and were already taken by another player.
Multi-player games. If several players are pitted against each other, the players bet in clockwise order of their deployment zones, beginning with the player that has chosen his deployment zone first. In a game of four or more players, afterwards the player who acts before him receives half of the SP, the third-to-last player can spend a quarter of the SP, and so on. Fractions are rounded up. The player who goes last can spend the SP of the last bet of the winning player on Stratagems.
Seize the initiative. Once all players have chosen their Stratagems, the winner of the tactical gambit rolls a D6. If he scores a 6, the player that acts before him receives half of the SP — as compensation the loser gets a number of special rules (see the Seize the Initiative rules on page 142).
Deploy Armies
To keep things fair, you should always allow your opponent to read your force roster before starting to deploy the armies. Take the time to explain all the rules and tricks of all your troops while deploying. You want to win the game by outmanoeuvring your opponent, and not by exploiting the fact that he is unfamiliar with your Codex book.
The player that has chosen the deployment zone first deploys first. When you deploy your army, place your models along your own long table edge, with all models more than 12" away from the table's middle line — simply place your models in the designated area. As long as your deployment isn't finished, you can shift and replace your models as you like. Once the first player has finished his deployment (including scout moves), the next player deploys. In a normal game with two players, both players have one turn per game cycle in which they can fight with their whole army as described on page 51. The remaining players act in clockwise order.
Your unit can join other units during the deployment, but you have to state clearly what you are doing. Likewise, always make clear to your opponent which squads are embarked in which transport during the game. Units can be deployed inside a transport. Reserves are explained in detail on page 137. Unless stated otherwise, every mission allows units to be put in reserve — simply state that the unit is held in reserve and place it on a tray next to the gaming board.
Who Goes First?
The player who won the tactical gambit bid starts game cycle 1 with his first turn.
Game's End
The game ends after six game cycles.
Mission Objectives
The armies have to fulfil a varying number of objectives, called 'capture points' or 'recon points'. Although some mission objectives grant 'kill points', those are still just victory points with a different name for the purpose of determining the winner. Each accomplished mission earns the player victory points. Some objectives can be accomplished several times during the game, others are only checked for after the game. At the end of the game, the victory points gained by the different objectives are added up. The player with the highest total of victory points wins the game. If there is no such player, the game is a draw. We recommend using a couple of dice to indicate the victory points that a player has earned, or you can write the number down on your army roster.
Standard missions use the following two mission objectives.
ANNIHILATION. In most missions, Annihilation is one of the mission objectives, as crushing the enemy utterly and taking away his means to mount further resistance is always a viable path to victory. During the battle, each player receives a number of 'kill points' for each destroyed enemy unit, and for every broken unit at the end of the game.
To see how many kill points a unit is worth, the starting player rolls a D6 after all armies are deployed and consults the chart below:
| D6 | Kill points |
|---|---|
| 1–2 | A unit that costs 0–40 points is worth 1 kill point; 41–80 points is worth 2 kill points; and so on. |
| 3–4 | A unit that costs 0–50 points is worth 1 kill point; 51–100 points is worth 2 kill points; 101–150 points is worth 3 kill points; and so on. |
| 5–6 | A unit that costs 0–70 points is worth 1 kill point; 71–140 points is worth 2 kill points; and so on. |
Scoring units. Scoring units have no extra benefit in this mission.
The order in which the players perform their actions is important:
- The player who destroyed the last model of the unit earns the kill points.
- If a unit damages an enemy unit and another unit destroys it at a later stage, only the one that caused the final wound earns the kill points.
- If units from different sides destroy a unit at the same time, because they are attacking with the same Initiative in close combat, or both eradicate the enemy during a sweeping advance, all involved sides earn the same amount of kill points.
- If the unit is destroyed due to a failed dangerous terrain test, an exploding plasma weapon or transport, or a similar effect without the doing of another player, every opposing player earns the kill points.
- For example, a unit causes unsaved wounds on a unit in close combat, but a slower enemy destroys the unit at a later Initiative step — the first unit misses out on kill points.
- When several units execute a Defensive Fire action, and so on.
SEIZE GROUND. The battlefield is strewn with discarded equipment, wounded comrades, supply caches and other detritus of war that, for various reasons, you wish to recover. You must fight off the enemy to buy the time to salvage, decipher, treat or load as many of these vital objectives as you can.
Placing objectives. After setting up the terrain and deciding the mission, the players place a number of objectives. Objectives are represented by a counter which shouldn't be larger than a base for heavy infantry (40mm diameter). The number of objectives depends on the point size of the game:
| Points | Counters |
|---|---|
| 1–1000 | 3 |
| 1001–2000 | 5 |
| 2001–3000 | 7 |
| +1000 | +2 |
These objectives may not be in impassable terrain, nor within 12" of a table edge or another objective. The player that has chosen the deployment zone first places the first counter. The remaining players continue in clockwise order until all markers are on the table. If it is not possible to place any further counters, the minimum distance to the table edge and other objectives is reduced to 6". In the improbable case that there is still not enough space, ignore the minimum distance completely. When all players have placed a counter, they start over.
Holding an objective. In every Movement phase, beginning with the second game cycle, before Reserve rolls are made, it is time to check if a player receives victory points. If a unit is within 3" of an objective marker, but before any rolls are made, the controlling player must decide which objective it holds. If it is in range of more than one marker, it holds the objective for this turn, and the controlling player immediately receives 1 victory point for it. If a unit holds an objective after the last turn has ended, the controlling player receives twice the number of victory points the objective usually holds.
- Units can only claim objectives in their own turn, or at the end of the game.
- A unit may only claim a single objective at any time.
- A mission objective can be claimed several times during a game cycle if several units that act in different turns are close by.
- Broken, stunned and embarked units cannot hold objectives.
- Vehicles cannot hold objectives.
The counters are not terrain, and are temporarily removed if they interfere with the game in any way; place them back at the same position as soon as the situation is resolved, or when a unit tries to claim the marker.
Scoring units. In missions that use scoring units, a player gets three victory points for an objective that is held by a scoring unit (and six at the end of the game).
Reserves
Reserves are forces in the same sector as the troops on the battlefield who can be called in to reinforce them at relatively short notice. During deployment, players may choose not to deploy one or more of the units in their army and instead leave them in Reserve. Units in reserve will become available in later turns of the game. Even masters in the art of mobile warfare, such as the Eldar and the Tau, struggle with late reserves from time to time; the right timing is often impossible to ensure — reinforcements might be ambushed, delayed by the rear guard of the enemy, or they are simply too far away. Though it is crucial, especially in larger games, thus limiting the number of reserves to arrive in each turn.
The gaming table is only a small snippet of the combat zone. When declaring which units are left in Reserve, the player must clearly explain the organisation of his Reserves to the opponent. We recommend writing all the details down.
ROLLING FOR RESERVES. At the start of the first own Movement phase in every game cycle, the player takes a number of D6 equal to his units in reserve and makes up a 'pool' of Reserve dice, to represent the capabilities of the commander to request reinforcements. The player chooses a unit in reserve that he wants to arrive. He takes up to three Reserve dice from the pool and allocates them to the unit, but he is not obliged to assign all the dice if he wants to withhold his reinforcements a little longer.
Reserve roll. The player rolls all assigned Reserve dice for a unit together. The unit can use these dice to take its Reserve rolls that determine if it becomes available. The result a unit needs for a successful Reserve roll depends on the turn in question: on turn 1 no reserves arrive, unless they have a fitting special rule; on turn 2 the player needs a 4+ for the unit to arrive; on turn 3 a 3+ is sufficient; and from turn 4 on, all units arrive automatically and no Reserve pool is formed.
If at least a single Reserve roll is passed, the unit arrives. If all rolls are failed, the unit remains in reserve and can be rolled for in the next turn (if a number of new Reserve dice is assigned to the unit). The player cannot save Reserve dice for a later turn; any unused Reserve dice in the pool are discarded.
DEPLOYING RESERVES. Once all of the units have been rolled for, the player picks any one of the units arriving and deploys it. He must declare for each unit which deployment rule it uses (this has to be announced as well). Then he picks another unit and deploys it, and so on, until all of the arriving units are on the table. He chooses the next unit until he wants no more units to arrive this turn — the player cannot voluntarily withhold his units any longer once rolls are passed.
Unless stated otherwise, a unit that arrives from reserve is placed within 6" of the controlling player's own table edge. The models can be arranged freely, as long as the unit is in coherency and no model is closer than 1" to any enemy model, or in impassable terrain, buildings and fortifications that are already on the table. If there is not enough space to deploy a unit due to enemy or friendly models or terrain, the unit remains in reserve and can attempt to arrive next game cycle like any other unit in reserve. A unit acts normally in the turn it arrives from reserve.
Strike forces. Reinforcements do not normally arrive one by one; they usually arrive later than individual units from reserve, but in return they show up in full force. It is common that reserves are organised into strike forces that approach together. Single squads can be easily intercepted and often lack communication and navigation devices to be directed properly to their designated battlefield.
Any number of units in reserve can be assigned to a strike force at the moment the player decides to hold them in reserve. Even units from different detachments can form a strike force. The whole strike force generates only a single Reserve dice; the controlling players can assign up to three dice to the strike force as a whole. Reserve rolls for strike forces are modified by -1. If the strike force passes at least one Reserve roll, all units in the strike force arrive.
Units and their dedicated transports must be part of the same strike force if they are held in reserve — they cannot be deployed individually, and if one unit is held in reserve the other one must be too. Transports: units can be deployed inside transports if they are part of the same strike force. They can only be deployed inside the dedicated transport of another unit if they join (or are joined by) the unit. Make sure that there is enough space in the transports; units that used the deployment special rule of a transport and that cannot be deployed inside the transport are destroyed.
Units in a strike force are allowed to use deployment special rules, but in this case all units in the strike force must use the same deployment special rule — every unit in it forfeits its chance to use a deployment special rule and must either be placed at an entry point, or its own table edge, if the strike force is not assigned additional units. Note that deployment special rules are not universal and cannot be used by a unit that is joined by a unit without the same special rule. Units can join other units when they are deployed from reserve if they are part of the same strike force and have an appropriate special rule.
Units in a strike force make no Reserve rolls for themselves; if a strike force is placed like this, this strike force's Reserve rolls are not modified by -1.
Entry points. In some scenarios, reserves can enter the board from an entry point in the middle of the table instead of the table edge. This can be the exit of a system of tunnels, a landing platform for orbital drops, or a portal into the Warp. Entry points are represented by a counter or a piece of terrain. Entry points, or the part of a piece of terrain that works as an entry point, are impassable. Imagine the entry point as an extension of the table edge. As long as a model touches the table edge or entry point it entered through, if it doesn't move, it counts still as stationary.
Any unit arriving from reserves can be placed within 6" of a friendly entry point using the normal rules. Even units that were intended to use a deployment special rule can be placed at an entry point instead. If the size of the entry point is not specified, a 40mm round base (usually used for heavy infantry like Terminators or Tyranid warriors) is used, and it is perfectly fine that parts of the model are outside of the allowed area.
Some models are so large that the designated deployment area (usually 6" around an entry point) cannot hold them. We assume that the unit has sneaked into position in the enemy turn and has shown itself as soon as it got combat-ready.
Deployment Special Rules
Deployment special rules are used in all games, unless stated otherwise. Some units always have the option, others only have the option in missions where the Deep Strike special rule is in force (like all Standard Missions). If you wish to use this option, then the units in question begin the game in reserve. Roll for arrival of these units as specified in the Reserves rules, and then use the following deployment rules. If the unit possesses several deployment special rules, the controlling player must declare which one it uses, or alternatively that it is deployed at the start of the game or uses the normal reserve rules. Units can only use one of those rules.
DEEP STRIKE (Deployment special rule). Guiding runes, teleport homers, telemetric projectors, daemonic icons and similar devices allow deep striking units to make a pinpoint strike. Some units are allowed to enter play via tunnelling, teleportation, flying, or some other extraordinary means. Where this is the case it will be noted in their special rules.
A unit that is deployed via deep strike can be placed anywhere on the table, as long as no model is placed within 18" of an enemy model, on top or within 1" of an enemy model, on top of a friendly model, building or fortification that is already on the table, on top of impassable terrain, in impassable terrain, or inside a transport. Units cannot be deployed inside transports.
First place one model from the unit anywhere on the table. Roll the Scatter dice and roll 2D6 to see how far the model scatters. If you roll a hit symbol, the model stays where it is. If a scatter occurs, the model is shifted in the direction shown by the arrow a number of inches equal to the total of the roll (but if an arrow is shown, this determines the direction the model is scattered in). Reduce the scatter distance by the minimum required in order to avoid the obstacle.
If the first model in a unit using the deep strike deployment method cannot be deployed because it would be outside the table, on top of impassable terrain, or there is not enough space to place any more models, something has gone wrong — as one may arrive miles away from the intended objective, or even inside solid rock! Models that cannot be placed by this method are destroyed.
Once this is done, the unit's remaining models are arranged around the first one. Models must be placed in base contact with the original model, in a circle around it. Each circle should include as many models as will fit; when the first circle is complete, a further (possibly incomplete) circle should be placed with each model touching the models of the circle inside it. They do not scatter and can be placed in a loose formation.
Models that are placed using this method and land in rough terrain must take a dangerous terrain test.
Transports. If the deep striking model is a transport, embarked units can remain embarked, or disembark with a Combat move but no other move.
Deep strike in critical range. Units that deep strike within 18" of any enemy model must do so as described in the following. Dropping in close proximity to a foe that is prepared for battle is a risky undertaking, as the enemy will open fire or at least distract the oncoming troops. Alternatively, the player can decide to deploy his troops within the critical range of 18", but this comes at a price: the unit is then stunned. There are no additional rules other than that the unit may perform no other Move action than Turn, Combat move and Engage in this turn. Note that the unit does not count as having moved until its first turn. The unit cannot perform Shooting actions that turn.
Teleporting or dropping onto a crowded battlefield may prove extremely dangerous. Units that arrive through the Warp might be confused by the psychic presence of the foe, or might have fallen victim to the chaotic nature of that dimension.
Defensive fire. In close proximity, appearing reinforcements are a dire threat, not only on a strategic level, but even more so for a squad on the ground that suddenly finds itself surrounded by fresh enemy forces. Units within 12" of one or more enemy units that arrived via deep strike may perform a Defensive Fire action and target one of the units. Most soldiers will inevitably open fire on the arriving foe, which is arguably also the best option, though only the most disciplined of troops keep their calm in those situations and stick imperturbably to their orders. If units from more than one player can shoot, resolve this in turn order.
Beacon. Beacons only work if they were already present on the table at the start of the turn. Deep striking units that are placed completely within 6" of a beacon never count as being in critical range. If the model with the beacon is embarked or has just arrived from reserve, the beacon is not quite ready to be of any benefit.
DEEP STRIKE (HEROIC) (Deployment special rule). When a unit with this ability is deployed via deep strike, it cannot be targeted by Defensive Fire after deploying. Units with this rule do not scatter if they are placed in critical range. Units with this special rule have the Outflank deployment special rule as well.
DEEP STRIKE (AMBUSH) (Deployment special rule). Ambush is a special form of deep strike. Units that use this deployment special rule are held in reserve. They arrive automatically in their first turn, and are placed using the normal deep strike rules. If a unit with this ability is deployed inside a dedicated transport, it confers the scout ability to the transport. Units with this ability can be part of a strike force with a different deep strike deployment special rule.
OUTFLANKING (Deployment special rule). Outflanking units make a wide sweeping move to come at the foe from an unexpected direction. Units that use this deployment special rule are held in reserve. Units in reserve can use this deployment special rule to enter the board from one of the sides; it is placed within 6" of one of the short table edges. Reserve rolls for outflanking units or strike forces are modified by -1 (in addition to the normal strike force modifier). Units organised in the same strike force must enter over the same table edge. Units and their dedicated transports can only outflank if both have the outflank ability.
INFILTRATION (Deployment special rule). Stealthy troops have the ability to work their way into a forward position on the battlefield, to reveal themselves when the main host arrives. Infiltrating units do not benefit from beacons unless they have the deep strike rule as well.
SCOUTS (Deployment special rule). Scouts are used to reconnoitre ahead and are always in the vanguard of the army. In the right circumstances, immediately after a scouting unit that was not held in reserve is deployed, it may make a 12" Consolidation. A transport can perform a scout move even if it carries units that are not scouts themselves.
Standard Missions
Warhammer 40,000 missions are always presented in the same pattern. Every mission gives an answer to each of the following questions: How many players or teams of players fight each other? Does the mission require special terrain? Which stratagems are available and how are they chosen? Where are the deployment zones, and in which order do the players choose them? How, and in which order, are the armies deployed? Who goes first? How is each game cycle structured — has each player a single turn, or every unit its own turn? When does the game end? What are the mission objectives, and who wins the game? Which mission special rules are used?
When you are preparing a game, take a look at the mission description and work your way down step by step. If one of the steps is greyed out, the mission uses the standard rules.
The three missions presented here are called Standard Missions. They are relatively simple, and are the most common way Warhammer 40,000 battles are played, because they do not require an army that is designed specifically towards a single style of play. Each standard mission represents a different style of play, and all use the standard Force Organisation chart.
DAWN OF WAR. Dawn of War is a mission for two players (or teams of players) and the first choice for a quick yet challenging game. It is played with two opposing armies; each player has a single turn per game cycle to act with his whole army. Meet with your friends and simply smash the other's forces to pieces — there is less emphasis on the narrative. The ideal point size for this mission lies between 1,000 and 3,000 points.
Steps: Number of players: 2. Prepare battlefield; Choose Deployment zones; Choose Stratagems; Deploy armies; Who goes first?; Turn structure (this mission uses the standard turn structure); Game's end; Mission objectives (Annihilation, Seize Ground); Mission special rules (Scoring units).
EYE OF THE STORM. Eye of the Storm is a mission for more than two players who are fighting a battle of all against all — no alliances allowed! It works best with a point size between 1,000 and 1,500 points per player. Because the deployment zones are rather small, players usually have to hold large portions of their armies in reserve.
Deployment zones. Mark the centre of the table. The first player chooses an entry point that is exactly 18" away from the centre. Subsequent players are assigned entry points in a clockwise direction. In a game with three players, use the same method but with a distance of 22" between each entry point and the centre. In a game with four players, these entry points are 18" away from the centre and 30" away from the last player's entry point. In a game with five players, use a distance of 26". If the table is too small to place an entry point, place it at the nearest point of the table edge instead. These are proper entry points from where reserves can arrive; the player's own table edge is always the edge that is nearest to his entry point.
Turn structure. The players take their turn and act with their whole army in the order determined by the tactical gambit. Every player has one turn for his whole army per game cycle. When the last player has finished his turn, the game cycle ends and the first player starts a new game cycle with his next turn.
Mission objectives. Annihilation is used with the following amendment: each player notes the kill points that he receives from each opposing player's destroyed units separately. At the end of the game, add all points up, but if a player has got more kill points from the player to his left than from the player to his right, the kill points from the player to the left are not added to the total (and conversely, if a player got more kill points from the player to his right, those kill points are not added to the total either) — it is wise to distribute your forces instead of throwing all of your units at a single neighbouring player. Seize Ground: place a number of objective markers that equal the number of players; the markers are placed within 12" of the table centre and more than 3" from each other.
Game's end. Random Game Length. Mission special rules. Scoring units.
MASSIVE ATTACK. Massive Attack is a mission for two teams of players that field especially large armies of 3,000 points or more, as the opposing players have to fight a well-balanced army instead of overly specialised contingents in each sector.
Steps: Number of players: 2. Prepare battlefield; Choose Deployment zones; Choose Stratagems; Deploy armies; Who goes first?; Turn structure (uses the turn structure described below); Game's end; Mission objectives (Annihilation, Seize Ground); Mission special rules (Scoring units).
Sectors. The table is divided into four sectors, and the players take turns to act with their units from one of those sectors. Draw three imaginary lines parallel to the short table edges so that each quarter is equally large — a 6' x 4' table would have four 1.5' x 4' quarters. Each of the quarters is a sector.
Teams of players. When you play this mission with a team of players, we recommend that each player places some of his units in every sector — aside from speeding up the game, this is also tactically sound.
Turn structure. The players have four turns per game cycle to move their units. The player that goes first chooses one sector; he can act with all friendly units whose squad leaders are placed in this sector. The player must deploy the squad leader of the unit at least partially in the chosen sector. If the squad leader is on the edge of two sectors, the unit acts in the first contemplable turn.
Once the second player has finished his first turn, the next player chooses the same or a different sector and resolves the turn for all his units inside this sector. This rule prevents units from moving to a neighbouring sector to get a second turn. Units that have already had their turn in this game cycle cannot act again (even if only a part of the unit has acted and joined the unit afterwards). The order in which the sectors are chosen can vary from game cycle to game cycle. The players alternate their turns until all sectors have been selected once by each player; if a unit has not acted by the controlling player's last turn, the first player chooses another sector in which his troops have not had a turn yet.
When all units have finished the turn, the next game cycle begins.
Reserves. Each player rolls for his reserves in the Movement phase of his first turn in every game cycle, but the units that arrive from reserve are not necessarily deployed immediately — the player can wait for a later turn. At the least in his fourth turn, the player must place all remaining units that have arrived from reserve. The unit can then act in that turn.
Non-Standard Missions
The three standard missions are very basic missions that were written to enable a quick and competitive game, though not all of them are used in all of the standard missions, and each army may consist of several players' forces. Missions can alter the way a game is played in many ways. Missions tell stories of small but swift raids, vast sieges, desperate breakthroughs, heroic last stands and epic battles that decide the fate of whole sectors, while the most specialised units forge ahead to engage the enemy with lightning-fast assaults and massive armoured thrusts.
Non-standard missions introduce alternative deployment methods, varying the way units are deployed, new mission objectives, the victory conditions, the terrain, or even add their own mission special rules to represent artillery barrages, volcanic eruptions, alien teleportation devices or anything else you can think of. Players may also decide to vary the Force Organisation Chart — they may want to change the compulsory/optional units, or increase, decrease or remove altogether one kind of unit (no Heavy Support and two compulsory Fast Attack units, for example), to represent different forces more suitable to their missions.
Players may of course make up their own missions. The easiest way to begin is to take one of the standard missions and alter a single mission special rule — for example, by adding the Random Game Length rule to the Dawn of War mission, you can play a game with a more unpredictable outcome. When you have tinkered with existing missions enough, you can just as easily write a whole mission from scratch. Use the questions above as guidelines to build a complete mission without loopholes.
More examples of non-standard missions can be found in the Narrative games section on page 182 — a rich repertoire of new modules that can be used for your own missions, including new mission objectives and plenty of additional stratagems and mission special rules. However, they are only a small glimpse of what can be done with missions; even more modules for missions can be found in various Warhammer 40,000 supplements.
Scoring Units
Normally a campaigning army employs the squads making up the bulk of its fighting force to dig in and consolidate any territorial gains, and tends to be more cautious than normal. The concept of scoring units is used in all standard missions and some narrative missions as well. Scoring units have an advantage over non-scoring units when it comes to fulfilling mission objectives — they might generate more victory points, or have an easier time achieving the objectives. The effects of this trait are described in the rules of each mission objective.
An army's scoring units are all the units that come from its Troops allowance. There are only two exceptions when a unit of Troops does not count as scoring: if it is a dedicated transport, or if it has a special rule specifying it never counts as scoring. Note that vehicles or broken units cannot fulfil objectives in some missions.
Night Fighting
It is much harder to accurately identify enemy units at night — warriors must be sure of their targets before opening fire. All units have the Veiled (1) special rule (see page 73) as long as the Night Fighting rule is in place.
Random Game Length
At the end of Game Turn 5, the player that had the last player turn rolls a dice. On a 3+, Game Turn 6 is played; otherwise the game ends at the end of Game Turn 5. If Game Turn 6 is played, the player will roll another dice at the end of Game Turn 6, and this time on a 4+ the game does not end and Game Turn 7 is played. The game ends in any case at the end of Game Turn 7.
Mission Special Rules
The Mission Special Rules listed here are used in Standard Missions.
Stratagems
Stratagems represent special tactics, battlefield preparations or dirty tricks that the force commander deploys to tilt the chances of success in his favour. Stratagems can be bought by Strategy Points. Each stratagem can only be chosen once, with the exception of those that cost a single SP, which can be chosen more than once, even by different players. In Standard Missions, however, only the 'losers' of the tactical gambit get stratagems. In some missions both players have a fixed number of SP at their disposal.
Employ stratagems. Most Stratagems are special rules that are in place the whole game, though some Stratagems are employed at the start of the game. If more than one of the players wants to use Stratagems, the players take turns in clockwise order, beginning with the player that has chosen the deployment zone first. A player can choose in which order he uses his Stratagems if they are resolved at the same time.
In Standard Missions it is not relevant if the Stratagem is for the attacker or defender, as there are no attackers and defenders — ignore the label next to the stratagem's name (those labels are used in Narrative games only). Tyranids or Daemons of Chaos usually don't use these kinds of tactics; for them a stratagem represents a ruse that is more in line with their style of warfare — Tyranid Hive Tyrants do not give battle addresses, but they can use pheromones or the hive mind to a similar effect.
Some stratagems let you choose one unit or piece of terrain for every 1,000 points of army size (the player may choose one unit for an army of between 1,000 and 1,999 points, two units for an army between 2,000 and 2,999 points, and so on). Note that an army counts as having maxed out the point allowance for this game even if it is a few points short. Some stratagems depend on the size of the long table edge in a similar fashion.
List of Stratagems
Battle Fate — 1 SP. Fortune favours the bold. The player can re-roll a single dice during the game. This 'battle fate' re-roll follows the normal rules for re-rolls as explained on page 23. Only the following rolls can be re-rolled: any roll to hit; any roll to wound; a single saving throw; any armour penetration roll (roll all dice again if the model uses more than one dice for armour penetration); a single sweeping advance roll; a dangerous terrain test; any morale check; a characteristic test. The player cannot force the opposing player to re-roll any of his rolls. This stratagem can be chosen more than once.
Special Training — 1 SP. The army has been meticulously prepared for the particular challenges and pitfalls of the oncoming battle. Immediately after picking this stratagem, the player chooses a single unit for each SP invested in this stratagem. Each unit receives one of the following special rules: Tank Hunter, Shielded, Stubborn. This stratagem can be chosen more than once.
Defensive line (Defender) — 1 SP. Standard-issue Aegis defence lines, or, in dire circumstances, ad-hoc barricades are deployed to bolster the own defensive positions. These barriers are easy to deploy and can reshape a whole battlefield within hours. The player may place three segments of a defensive line anywhere on the table for each SP invested in this stratagem. Each segment is an up-to-7"-long piece of difficult terrain that confers a 5+ cover save. Infantry should be able to shoot over the defensive line. This stratagem can be chosen more than once.
Comm link — 1 SP. The commander is constantly in contact with the reserves to get updates on their position, status and other vital data. The player receives one extra Reserve dice for each SP invested in this stratagem, added to his Reserve pool in each game cycle. This stratagem can be chosen more than once.
Weathered Bastion — 1 SP. Often it is not an option to build new fortifications during a campaign, but the forces can still seize existing defensive buildings and restore them as best as possible — on many war-torn worlds remain thousands of abandoned bastions to be put to use once again. The player gets 20 points for each SP invested in this stratagem to buy weathered bastions and upgrades for them for his army immediately before deploying. This stratagem can be chosen more than once.
It's a trap! — 1 SP. The commander is well aware of approaching enemy infiltrators. He uses his own vanguard to divert the enemy push. Infiltrating units of all sides cannot assault in the first game cycle.
Orbital Surveillance — 2 SP. The commander receives detailed data on the enemy movements, allowing him to adjust the positioning of his army precisely. The player deploys after every other player.
Minefield (Defender) — 2 SP. Parts of the battlefield are prepared with mines to slow the enemy movement down, or lure him into a deadly trap. The player can place one minefield for every full 48" of the long table edge. Each minefield is placed in rough terrain at the start of the game, after deploying armies. The whole piece of terrain is dangerous, and any dangerous terrain test provoked by this piece of terrain fails on a roll of 1 or 2.
Fire at will — 2 SP. The commander allows the squad leaders to act with an unusual degree of independence, to enhance their reaction time on the ground. Units have the Overwatch shooting special rule as long as they are within 3" of a Seize Ground, Capture and Control, Ravage or Last Stand mission objective.
Battle address — 2 SP. The commander holds an uplifting speech at the start of the battle. Friendly units use a Leadership of 10 for Morale checks (pinning). The Leadership is modified as normal.
Warp calm — 2 SP. A coven of psykers is deployed nearby to quench the energy flux of the Warp, making psychic powers harder to use. Psykers that perform a Psychic Counter pass the roll on a result of 4+.
Air defences — 2 SP. The commander is warned that enemy aircraft are incoming, and issues highly restricted targeting systems to his best soldiers. Immediately after picking this Stratagem, the player chooses a single unit for every 1,000 points of army size. All weapons of these units have the Anti-Aircraft special rule.
Perfect timing — 2 SP. Though some reinforcements have arrived well before the battle, the commander orders them to stay nearby and strike at a preset point in time. Immediately after picking this stratagem, the player chooses two friendly units for every 1,000 points of army size, representing a rapid insertion force. If this unit is put in reserve, it arrives automatically on turn 3, and it does not generate Reserve rolls.
Preliminary bombardment — 3 SP. Buildings, woods and rock formations are a serious hindrance for the own ground ordnance. A shrewd commander calls down an orbital barrage to level any undesirable obstacle. This is a highly unorthodox approach, as those barrages are limited and are normally reserved for enemy troops. The player rolls a D3 immediately after picking this stratagem; the result equals the number of bombardments he may call down. Place the 3" blast marker anywhere on the table and roll the scatter dice and 3D6; if you roll a hit symbol, the marker stays in place; if you roll an arrow, the marker is shifted a number of inches equal to the total of the 3D6 in the direction shown by the arrow. If the centre of the blast marker lands over a piece of terrain, place a crater anywhere under the centre of the marker. If the centre lands over clear terrain, replace the terrain with a crater that occupies roughly the same area. A crater is difficult terrain that confers a 5+ cover save; the crater may not be larger than 8" x 8".
Call to duty — 3 SP. Even the often-privileged tank crews are ordered to perform day-to-day duties like standing guard or patrolling. Instead, the commander orders his troops to rush the enemy with full speed — his troops go through fire to prove their worth. Immediately after picking this Stratagem, the player can choose one vehicle for every 1,000 points of army size to be able to complete mission objectives as if it were not a vehicle.
Counter offensive (Defender) — 3 SP. The commander doesn't play sitting duck while waiting for the enemy approach. In the first game cycle the Night Fighting mission special rule is in place.
Urban warfare — 3 SP. An outnumbered or inferior-equipped force will often shelter in urban areas. In the narrow alleys and wasted ruins of a war-torn city, numbers count for nothing against a foe that uses the terrain to its advantage. The player may place additional ruins anywhere on the table. The number of ruins depends on the length of the long table edge — the player can place one ruin for every full 48". A ruin is a piece of dense, multi-level and difficult terrain that is not larger than 12" x 12". It confers a cover save of 5+.
Frontal assault (Attacker) — 4 SP. A frontal assault on an enemy strongpoint is a desperate measure. Soldiers are equipped with specialised wargear to give them at least a small chance for victory — first of all, grenades to drive the enemy from well-fortified positions. All friendly models are equipped with assault grenades.
Gravity Traps (Defender) — 4 SP. The enemy concentration area is prepared with gravity traps that increase the mass of objects caught in their force fields and make soldiers clumsy and cumbersome. Enemy units count as being in difficult terrain in the Movement phase of their first turn.
Propaganda — 4 SP. In the days before the battle, field priests and superiors indoctrinate the troops with a single message — to utterly hate the foe. The player may choose a single unit entry from one of the opposing players' army lists; all friendly units have the Preferred Enemy special rule against all units that contain at least one model from this entry.
Skyshield landing pad — 4 SP. Skyshield landing pads are rapidly deployable drop points for orbital supplies and troops. A landing pad is a piece of multi-level terrain that is not larger than 16" x 16". The landing pad must be placed so that its centre is within the player's deployment zone. The centre of the first level is an entry point for reserves.
Short range scanners — 4 SP. The arsenal supplies each squad with rare sensor devices to detect approaching enemies in good time. Units can use Defensive Fire against deep-striking units within 18" instead of 12".
Surprise attack — 6 SP. The commander has ordered a part of his forces to hide before the main host and dig in until the enemy has marched past them. They are usually top-priority targets for the enemy and are heavily defended. Once the armies clash, the troops attack the enemy's rear. The critical range for deep strikes is increased to 24" for the unit chosen with this stratagem.
Camouflage — 6 SP. The squads use holo-fields, camo netting or stealth modules to hide their position until the order to strike is given. All friendly units have the Veiled (2) shooting special rule until their first turn.
Harrying the rear — 6 SP. The commander has assigned some of his troops to delay enemy reinforcements. Wise commanders make their stand where they have access to quick reinforcements. Opposing players can only assign a single Reserve dice to units or strike forces in reserve. Outflanking units or strike forces can enter the board over the opposing long table edge.
Night raid — 12 SP. The commander has forced the enemy, with several well-planned manoeuvres, to attack in the midst of the night. The Night Fighting rules are in place for the whole game.
Rich supplies — 12 SP. The army had time enough to hoard piles of ammunition. Soldiers do not have to worry about a lack of ammo. When a friendly model shoots at an enemy unit within 6", its weapon counts as twin-linked — this makes them deadly opponents at close range.
Battlefield analysis — 12 SP. The battlefield was thoroughly scanned by orbital or air surveillance. It is almost impossible for the enemy to find a spot where he is safe. If an enemy unit has a better cover save than 5+ after all modifiers have been applied, it uses a 5+ cover saving throw instead.
Weathered Bastion
Sample fortification datasheet
A weathered bastion is a fortification with the profile presented below. They are not as sturdy as they once were, but they are still a linchpin in every battle.
| Name | Type | BS | Front Armour | Side Armour | Rear Armour |
|---|---|---|---|---|---|
| Weathered Bastion | Fortification | 3 | 12 | 12 | 12 |
Unit Composition: 1 Weathered Bastion. Unit Type: Fortification. Wargear: Four flamers (one on each side).
Transport: The Weathered Bastion has a transport capacity of 25 models. Access Points: one at the rear, three at the front. Fire Points: seven — one at the back and one at either side.
Options: May replace all flamers with a set of weapons from the Wargear section, using the point cost listed next to the weapon earlier in this document (all flamers are replaced at once); the bastion can only take weapons listed both in the Wargear section of this book and in the summary of the army's Codex — if a weapon is listed without a point cost, it cannot be taken for the bastion. May also take one of the following upgrades: Battlements, Comm Station, Orbital Defences (points vary).
Special Rules: Battlements — a bastion with the Battlements upgrade is Open-Topped.
When you play as a team, each bastion must be assigned to one of the players, and can only use weapons from his Codex book. It is deployed with the rest of the army and cannot be held in reserve. Only his troops can enter the bastion. If a narrative mission uses battle groups, the player must assign the bastion to one of those groups. The opposing player receives kill points for a destroyed bastion.