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Warhammer 40,000 (Third Edition)

Warhammer 40,000 (Third Edition) Rulebook

Table of Contents

Table of Contents

  • Rules Introduction
    • What You Need
    • Dice Rolls
      • Scatter Dice
      • Re-rolls
  • Characteristics
    • 0 Level Characteristics
    • Characteristic Profiles
    • Models and Units
  • The Turn
    • The Turn Sequence
    • Who Gets the First Turn
    • Ending the Battle
    • Exceptions
  • The Movement Phase
    • Moving Units
    • Movement Distance
    • Moving Models in a Unit
      • Turning and Facing
    • Terrain
      • Classifying Terrain
      • Terrain Effects
      • Varying Terrain Difficulty
      • Difficult Terrain Test Chart
  • The Shooting Phase
    • 1. Choose a Target
      • Line of Sight
      • Partial Line of Sight
      • Woods and Jungles
    • 2. Check Range
      • Moving and Shooting
    • 3. Roll to Hit
      • Rolling Dice to Hit
    • 4. Roll to Wound
      • Damage Chart
    • 5. Remove Casualties
      • Taking Armour Saves
    • Armour of the 41st Millennium
    • Allocating Hits
    • Morale Checks — Casualties From Enemy Fire
    • Creatures With More Than 1 Wound
      • Instant Death!
      • Armour Saves and Multiple Wounds
      • Casualty Removal and Multiple Wounds
    • Armour Piercing
    • Cover Saving Throws
      • Invulnerable Armour Saves, or "Our weapons are useless!"
      • What Counts as Cover?
      • When Do Models Count as in Cover?
      • Units Partially in Cover
      • Cover Summary Table
  • Weapons
    • Type
    • Multiple Shots
    • Blast Weapons
    • Flame Weapons
    • Rapid Fire Weapons
    • Heavy Weapons
    • Pistol Weapons
    • Assault Weapons
    • Barrage Weapons
      • Multiple Barrage
      • "Incoming!" — Barrage Pinning
    • Linked Weapons
    • Weapons Table
      • Weapons Table Notes
    • Weapons of the 41st Millennium
  • Assault
    • 1. Move Into Assault
      • Terrain Effects
      • Who Can Fight
    • 2. Fight Close Combat
      • Who Strikes First
      • Attacks
      • Rolling To Hit
        • To Hit Chart
      • Allocating Attacks
      • Rolling To Wound
      • Armour Saves
      • Removing Casualties
    • Special Close Combat Attacks
    • 3. Determine Assault Results
    • 4. Loser Checks Morale
    • 5. Winners Advancing and Consolidating
      • Advance
      • Consolidate
    • Drawn Combats
    • Multiple Combats
    • Shooting in Close Combat
  • Morale
    • Leadership Tests
    • When Morale Checks Are Taken
      • A) Enemy Fire
      • B) Losing an Assault
      • C) Tank Shock
      • All On Your Own (Last Man Standing)
    • Falling Back
      • Firing While Falling Back
      • Assaulted While Falling Back
      • The Crossfire Rule
    • Regrouping
      • Regrouping in Cover
      • Last Chance
  • Characters
    • Characters In Battle
    • Character Movement
    • Characters in Units
      • Independent Characters Joining and Leaving Units
    • Shooting At and By Characters
    • Characters in Assaults
      • Allocating Attacks
    • Characters as Leaders
    • Psychic Powers
      • Perils of the Warp
    • Special Characters
  • Vehicles
    • Vehicle Characteristics
    • Vehicle Movement
      • Terrain Effects
    • Carrying Troops
      • Disembarking
      • Embarking
      • Troops Firing From Vehicles
    • Vehicle Shooting
      • Vehicle Line of Sight
      • Moving and Shooting
      • Vehicle Moving & Firing Summary
    • Ordnance
      • Ordnance Table
      • Rolling To Hit With Ordnance
      • Ordnance Barrages
    • Shooting At Vehicles
      • Choosing a Vehicle as a Target
      • Armour Penetration
    • Vehicle Armour Values
    • Damage Rolls
      • Glancing Hit (S+D6 roll equals Armour Value)
      • Penetrating Hit (S+D6 roll beats Armour Value)
      • Ordnance Hit (ordnance weapon beats Armour)
      • Damage Notes
    • Open-Topped Vehicles
    • Skimmers Moving Fast
    • The Hull Down Rule
    • Smoke Launchers
    • Vehicle Units
    • Vehicles in an Assault
      • Tank Shock
    • Infantry Assaulting Vehicles
    • Dreadnoughts in an Assault
    • Vehicle Morale
  • Jump Pack Troops
  • Cavalry
  • Bikes
  • Setting Up the Battle
    • The Armies
    • Deployment
  • Battles Book
    • Choosing Forces
    • Scenarios
    • The Battlefield
    • Terrain
    • Placing Terrain on the Battlefield
    • Random Terrain Generators
      • Ash Wastes Terrain Generator (roll 2D6)
      • Agri-World Terrain Generator (roll 2D6)
      • Ice World Terrain Generator (roll 2D6)
      • Death World Terrain Generator (roll 2D6)
    • Choosing a Scenario & Mission
      • Strategy Ratings
      • Choosing a Mission
      • Summary
    • Force Organisation
      • Using Force Organisation Charts
      • Very Large Games
  • Scenario Special Rules
    • Deep Strike
    • Fortifications
      • Bunkers
    • Hidden Set-up
    • Infiltrators
    • Night Fighting
    • Obstacles
    • Preliminary Bombardment
    • Random Game Length
    • Reserves
    • Sentries
      • Sounding The Alarm
    • Sustained Attack
    • Victory Points
  • Standard Missions
    • Cleanse Mission
    • Night Fight Mission
    • Patrol Mission
    • Recon Mission
    • Rescue Mission
  • Battle Scenarios
    • Take and Hold Mission
    • Meat Grinder Mission
    • Bunker Assault Mission
  • Raid Scenarios
    • Sabotage Mission
    • Ambush Mission
    • Strongpoint Attack Mission
  • Breakthrough Scenarios
    • Rearguard Mission
    • Breakout Mission
    • Blitz Mission
  • Designing Your Own Missions
  • Fighting a Campaign
    • Different Types of Campaigns
    • Running a Campaign
  • Campaigns and Experience
    • Unit Roster Cards
    • Earning Experience Points
    • Experience in Different Scenarios
    • Effects of Experience Points
    • Points Cost
    • Becoming Elite
    • Changing a Unit
    • Infantry Battle Honours
    • Bike/Cavalry Battle Honours
    • Vehicle Battle Honours
  • The Army Lists
    • Structure of an Army List
    • Force Organisation Charts
  • Choosing an Army
    • Size of Game
    • Choosing Units
    • Weapon Options & Upgrades
    • Codex Books
  • Army Special Rules
    • Space Marines
    • Eldar
    • Tyranids
    • Imperial Guard
    • Orks
    • Heroes of the Imperium
  • Rules Clarifications and Designers' Notes
    • Shooting
    • Assault
    • Morale
    • Vehicles
    • Scenarios
    • Army Lists
  • Buildings
  • Reference Summary
    • Pre-battle Sequence
    • Turn Sequence
    • Movement Summary
    • Difficult Terrain Rules
    • Shooting Phase Sequence
    • Additional Weapon Rules
    • Assault Phase Sequence
    • Combat Results
    • Morale Checks
    • Vehicle Damage Reference

Rules Introduction

This section of Warhammer 40,000 details the rules of the game — the nuts and bolts of how different troops move and fight on the battlefield. You do not need to have learned all the rules to begin playing, in fact if you try to learn everything at once you may end up over-stretched and confused.

If you've never played a game like Warhammer 40,000 before, we recommend you read 'To Battle' at the back of this book, and work through the example combats shown there before you start reading the rules properly.

Very few games of Warhammer 40,000, especially if you are just starting out, will involve all of the rules given over the following sections. Our advice is to have a quick look through the rules once. You don't have to read every word, just get an idea of what's going on and where different rules can be found. After that, the best idea is to get stuck in and play a few games! As you come across situations you're not sure how to deal with, look up the relevant section and read the rules as you are playing.

In particular, the sections on Characteristics, The Turn, The Movement Phase, The Shooting Phase, The Assault Phase and Morale contain all the basic rules you need to play.

By starting this way you'll find that you pick up the core rules in a few games and will be able to play most of the time with just the information on the playsheet. As you introduce other elements into your games, such as heroic characters, lumbering tanks and Dreadnoughts, read through the appropriate rules and refer to them while playing.

What You Need

As well as the Warhammer 40,000 book, there are a few other items you will need while you are playing.

For a start, you'll need two or more players, with a selection of miniatures to represent their forces and a battlefield for them to fight over. Any firm, level surface will do, such as a tabletop or an area of floor — most kitchen tables will do fine! It's a good idea to protect the table from scratches and chips with a blanket or cloth. Some players use a special gaming board made from chipboard on top of the table to extend their playing area. To complete the battlefield you should try to obtain some terrain such as hills, fences, ruined buildings, jungle or woods. Terrain, whether you made it yourself or bought it, adds realism to your battles and gives armies something to fight over or use as much needed cover from enemy fire. You can find out more about armies and battlefields in the Battles Book.

As well as players, armies, a battlefield and terrain there are a few other things you'll need when playing. For troop movement etc, you will need at least one measuring device marked in inches (such as a ruler or retractable tape measure). All distances in Warhammer 40,000 are in imperial measurements.

You will need some ordinary six-sided dice, and a Scatter dice will also be useful. Finally, a pen and some paper can be handy for noting down damage to vehicles, casualties on units and other details that will crop up during a game.

Dice Rolls

There are lots of occasions in Warhammer 40,000 when you have to roll dice to see how the actions of your troops turn out — how effective their shooting is, what damage they've done to a vehicle, how far they fall back from enemy fire and so on. All of the dice rolls in Warhammer 40,000 use a standard six-sided dice (usually shortened to 'D6').

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, 3D6 adds together the scores of three dice for a total of 3-18 and so on. For example, a 2D6 roll of a 5 and a 3 are added together to score 8.

Another method sometimes used is to multiply the score of a dice by a certain amount. Therefore, D6x5 means roll a D6 and multiply it by 5, giving a total between 5-30.

Sometimes a combination of these methods may be used, such as 2D6+5 giving a score of between 7 and 17, or 3D6-3 which will total 0-15.

In very rare circumstances you may be told to roll a D3. Since there's no such thing as a three-sided dice, use the following method for determining a score between 1 and 3. Roll a D6 and halve the score, rounding up. Thus 1 or 2 = 1, 3 or 4 = 2 and 5 or 6 = 3.

Scatter Dice

A few weapons are fairly random in their accuracy and require you to roll a Games Workshop Scatter dice to determine where they land. This Scatter dice is marked on four sides with an arrow, and on two sides with a special 'HIT' symbol. Simply roll the Scatter dice near the target point, if an arrow is rolled this shows which direction the shot has deviated in. If a Hit symbol is rolled this generally means the shot is bang on target. Some weapons may scatter automatically, with no chance of a direct Hit, in which case you will find a small arrow on the Hit side to determine the direction.

Although a Scatter dice is the best way to determine random direction, you can achieve a similar result by using a D6. Put this book flat on the table with the arrow marked 1 on the diagram facing in the direction you want the weapon to fire. Roll a D6 and on a score of 5 or 6 the hit lands on target. If you roll 1, 2, 3 or 4 then the shot scatters, as shown. This method isn't as random as a Scatter dice but suffices in most circumstances.

Re-rolls

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

Characteristics

In Warhammer 40,000 there are many different types of warriors ranging from the mighty Space Marines to the brutal Orks and deadly Eldar. There are other creatures as well, some small, such as the green-skinned Gretchin, and others as massive as the dreaded Tyranids. To represent these creatures in the game there are nine categories that describe the various aspects of their physical or mental make-up. These are called characteristics.

All characteristics are measured on a scale of 0 to 10. The higher a characteristic the better it is. The characteristics are: Weapon Skill (WS), Ballistic Skill (BS), Strength (S), Toughness (T), Wounds (W), Initiative (I), Attacks (A), Leadership (Ld) and Save (Sv).

Weapon Skill (WS) — Defines how skilled a warrior is with his weapons in hand-to-hand combat, or how determined and vicious a creature is. The higher the score the more likely the fighter will land blows on a hand-to-hand combat opponent. An ordinary human has a Weapon Skill of 3. A battle-hardened Space Marine will have a Weapon Skill of 4 or 5.

Ballistic Skill (BS) — Shows how accurate a warrior is with ranged weapons such as guns and energy weapons. It also includes a measure of the warrior's technical competence with his weapons. The higher this score is 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) — Shows how strong a creature is. An exceptionally puny creature may have a Strength of 1, a deadly Tyranid Lictor has a Strength of 6 and most men have a Strength of 3. Strength tells us how hard a creature can hit in hand-to-hand combat and how easily it can hurt an opponent.

Toughness (T) — Toughness measures a creature's ability to resist physical damage and pain, and reflects such factors as the toughness of its flesh, hide or skin. The tougher a creature is the better it can survive enemy blows or shots.

Wounds (W) — Shows how much damage a creature can take before it either dies or is so badly hurt it can't fight any more. Most humans/human-sized creatures have a Wounds value of only 1. Large monsters are often able to withstand several wounds that would slay a smaller creature and so have a Wounds value of 2, 3, 4 or more.

Initiative (I) — Indicates how alert a creature is and how fast it can react. Creatures with a low Initiative score are slow and cumbersome; creatures with a high Initiative score are much quicker and more agile. In close combat initiative gives faster creatures an edge over slower ones.

Attacks (A) — Indicates the number of Attacks a creature makes during close combat. Most creatures only attack once, although some warriors of exceptional skill or monsters can strike several times. The number of Attacks a creature can make is increased if it has the added impetus of charging into its foe or is fighting using two weapons.

Leadership (Ld) — A creature with a high Leadership value is courageous, steadfast, and self-controlled. A creature with a low value is the opposite! Creatures with high Leadership can lead others, inspiring them on to greater feats of valour.

Save (Sv) — A creature's saving throw gives it a chance of avoiding harm when it is struck or shot. Most creatures have a saving throw based on what kind of armour they are wearing, so their saving throw may be improved if they are equipped with better armour. Other creatures may receive a natural saving throw from having a thick hide or chitinous shell.

0 Level Characteristics

Some creatures have been given a '0' for certain characteristics which means that they have no ability whatsoever in that field! This usually applies to creatures who are unable to use missile weapons, and so they have a BS of 0, but it might equally apply to other characteristics too. For example, a defenceless civilian will have no Attacks whatsoever.

Characteristic Profiles

Every creature in Warhammer 40,000 has a characteristic profile that lists the value of its characteristics. In the Armies Book you will find profiles for many of the races and creatures of Warhammer 40,000. The examples below show the profiles for a Dark Eldar warrior and a Space Marine.

WSBSSTWIALdSv
Dark Eldar443315185+
Space Marine444414183+

As you can see, a Dark Eldar warrior and Space Marine are similar in many respects. They both have the same Weapon Skill and Ballistic Skill which means that they are very evenly matched in combat. When it comes to Strength and Toughness however, the Space Marine wins over the Dark Eldar as his Strength and Toughness are 4 compared to 3. Although not a big difference, the greater Strength value gives the Space Marine a better chance of injuring or killing the Dark Eldar in hand-to-hand combat. The Space Marine's higher Toughness means he is more able to survive any damage inflicted by the Dark Eldar. The Space Marine's thicker armour gives him a marked advantage over the Dark Eldar and any shot or blow that hits the Space Marine is deflected on a D6 roll of 3 or more. The Dark Eldar however, needs a 5 or more to be saved by its mesh armour.

Both creatures have 1 Wound which is the normal value for man-sized creatures but the Space Marine loses out when it comes to Initiative. This is not a terrible disadvantage, but it does mean that the Dark Eldar warrior will have an edge on the Space Marine once they get into hand-to-hand combat, though the Space Marine's Toughness will make him hard to hurt. Both races have the same Leadership of 8 — better than the average Leadership for Orks and human warriors, which is only 7.

Models and Units

Warhammer 40,000 allows you to fight battles with armies of troops and supporting units of tanks and guns. It is up to you as general of your forces to find the best way to use your vehicles and infantry to achieve victory. The Citadel miniatures used to play 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.

Of course in real warfare soldiers group together to fight in squads, teams, sections, etc — individual warriors do not normally go wandering off on their own for obvious reasons! In Warhammer 40,000 we represent the way that real troops fight by grouping them together into units.

Units of warriors 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, artillery batteries consist of the guns and the crew that fire them, vehicle squadrons are made up of a number of light vehicles and so on. The different elements of the unit have to stay together to remain an effective fighting force. This is detailed more fully in the rules that follow.

A unit will usually consist of several infantry models or small vehicles that fight as a group, but it can also be a single, very large and powerful model such as a battle tank, a monstrous alien creature or a heavy gun and its crew. In the rules that follow all of these things are referred to as units.

Units can have very different capabilities so are divided into four types:

Infantry includes all squads of foot troops, whether human or alien. A typical unit of troops is between five and ten warriors strong. Infantry can cross almost any terrain (given enough time) and make the best use of cover to avoid enemy fire. Most large bipedal creatures such as the Tyranid Carnifex are counted as infantry although they are usually individual models.

Vehicles include all war machines — Land Raiders, Rhinos, Dreadnoughts and Ork Buggies all fall into this category. Vehicles can move more rapidly than infantry but need to stick to open ground to avoid getting bogged down. Vehicle units are represented by single models in the case of tanks and other large vehicles or as a group of smaller vehicles. Vehicle crew members such as drivers, commanders and gunners are assumed to be an integral part of their machine; if the vehicle is destroyed they are killed along with it.

Cavalry includes all units of infantry mounted on steeds of any sort — horses, boars, daemonic creatures etc. A cavalry unit is typically five models strong and operates in much the same way as an infantry unit, although it is faster moving into an assault than foot infantry.

Bikes are infantry units mounted on machines. They move rapidly and gain extra protection from their armoured steeds. Bikes usually carry better weapons than footslogging infantrymen.

Cavalry and bikes have rules that vary from those for infantry; these are dealt with in their own sections.

The Turn

A Warhammer 40,000 battle is unlike other games such as chess or draughts where you only move a single piece at a time. A tremendous amount of action takes place in a battle: squads manoeuvre and fire, tanks rumble into action and artillery fire roars down from overhead in a torrential downpour of destruction.

In a real battle this all happens at once amidst the confusion and chaos of combat. A Warhammer 40,000 game represents the whole ebb and flow of battle but in order to determine its outcome players alternate taking turns moving and fighting with their troops. So in a battle player A will move and fight with his forces first, then player B will move and fight, and then player A will move and fight again and so on.

During his turn the player can move and fight with all of his troops if he wishes. For convenience the actions of moving, shooting and fighting are dealt with one after the other. This means you move any troops and vehicles you want to first, and then you shoot with anyone who can and so on. This process helps everyone to keep track of what is going on and makes it easier to know when one player's actions are over and their opponent can start taking his turn.

In a complete turn each player performs their actions in the appropriate phases — the move, shoot and close assault phases to be precise. Exactly what happens in each phase is described in the turn sequence.

The Turn Sequence

  1. Movement. The player can move any of his units that are capable of doing so (eg they're not stuck in a swamp or something). See the Movement rules for more details of how to move your forces.
  2. Shooting. The player can shoot with any of his units that are within range of the enemy. See the Shooting rules for more details about how to resolve shooting.
  3. Close Assault. The player can move any of his units in to assault the enemy if they are close enough. Close assaults are bloody, desperate affairs where troops are fighting in hand-to-hand combat and shooting at a very close range. This means that both forces can fight in a close assault phase, but only the player whose turn it is can move troops. The Close Assault rules will tell you more about assaults.

Who Gets the First Turn

Which player gets the first turn of the game can be determined in a number of different ways. Normally both players roll a D6 and the player with the highest score can decide to move first or second (first being a popular choice unless you have a really cunning plan). Sometimes the kind of game you are fighting will decide it for you. For example, in an ambush the attacking side will always get the first turn.

Fighting all sorts of different battles is covered in more detail in the Battles Book.

Ending the Battle

A battle can end in a number of ways. One of the most common is having a pre-set number of turns. Most games are set to a limit of six turns for each player.

However, in some kinds of battle players might be able to win a 'sudden death' victory which ends the game immediately — eg if they destroy the power generator they win straight away. Alternatively the number of turns being fought might be random, determined by a dice throw. You could also decide to end a battle at a preset time if you only have a limited amount of time to play in.

Different ways of ending the battle are discussed in more detail in the Battles Book.

Exceptions

There are times when a player performs actions when it is not their turn, such as fighting in a close assault for example. It may also be convenient to interrupt a player's turn because of some event occurring like a booby trap being triggered. The thing to remember is that after the interruption the turn sequence always continues as normal.

The Movement Phase

The Movement phase is your chance to move your troops. For example you can send them into the attack, move them in to cover, retreat from a superior foe or sweep around an enemy's vulnerable side or rear. Although the movement phase is the easiest to perform, it's probably the most important.

For the time being we'll just explain how warriors on foot move as they are by far the most common units in the game. Vehicles, bikes, cavalry and other units move in different ways to represent their greater mobility and these will be discussed in detail later.

Moving Units

In his turn a player may move each unit up to its standard Move distance. Once one unit has completed all of its move, the player selects another and moves that one, and so on until the player has moved all of the units he wishes to move. This can be summarised as:

  1. Choose a unit to move.
  2. Move the unit up to its maximum move distance.
  3. Choose another unit to move.

Note that a player doesn't have to move all (or indeed any) of his units. A unit that doesn't move is often more effective at shooting, as we will explain later in the rules.

Movement Distance

Warriors on foot move 6 inches (6") in the movement phase. This represents most creatures moving at a run but stopping several times to observe the surrounding landscape for enemies, snap off a few quick shots with their weapons and so on.

Even warriors who are moving in a part of the battlefield where no enemies may be apparent move 6". This is because your troops lack your own god-like knowledge that there is no enemy around.

A player cannot position a model so that it touches an enemy during the move phase — he must wait until the assault phase to do so. Opposing models must be left at least 1" away in the move phase to keep things clear.

Moving Models in a Unit

As mentioned before, units are often groups of warriors operating together. They fight in a loose formation with gaps between each model. This gives the individual troopers freedom to move quicker over difficult terrain, and enables them to take advantage of cover.

When you are moving a unit the individual models in it can move by any amount up to their maximum Movement distance. Remember that units have to stick together otherwise individual troopers or vehicles become scattered as the squad loses its cohesion as a fighting unit.

Once a unit has finished moving, the models in it must form an imaginary chain where the distance between one model and the next is no more than 2".

During the course of a game it's possible a unit will get broken up, usually because it takes casualties or individual models are engaged in close combat. When this happens the following rule applies:

If a unit is broken up for any other reason the models in it must be moved to restore coherency in the next movement phase. If they can not do so then the unit may not shoot or launch an assault until it is in a coherent formation again.

Models engaged in close combat are not bound by the above rule. Once combat has finished the unit must form up again.

Turning and Facing

As you move models in a unit they can turn by any amount without any penalty to the distance they are able to cover. Models are turned to face their targets in the Shooting phase so don't worry about which way they are pointing at the end of their movement phase (although dramatically facing off against their foes is traditional).

Terrain

The galaxy is a vast place with millions of different worlds: ice worlds, desert worlds, hive worlds, feral worlds and more others than can be easily enumerated. The terrain covering these worlds can vary from broad, empty plains to sky-scraping towers of plexiglass and plassteel, from verdant jungles to icy peaks or baking hot deserts.

One factor is common to all of them, they all have areas seemingly designed to make it difficult to wage war. Of course areas that provide cover where warriors can fight or which present an obstacle to the enemy are vital in war, and these are destined to become the bloodiest battlefields.

How to represent terrain on the battlefield is discussed further in the Battles Book. For now we're going to discuss terrain only in relation to troops moving through it.

Classifying Terrain

At the start of a game you will need to have a look at the areas of terrain on the tabletop and decide how difficult they will be to traverse. Don't panic! There's a list of examples below. It's best if you can agree the terrain with the person you're playing against, but you can always roll dice for any areas you're not sure about. Terrain is classified into three types: normal, difficult and impassable.

Normal. Grassland, crops, moors, most hillsides, streets, buildings, gantries, ladders, steps, fields, open woods, sparse brush or bushes, sand, rocky plateaus, craters, ice sheets, scattered rocks or monoliths, most ruins and low walls, most streams and rivulets.

Difficult. Sand dunes, loose ash or clinker slopes, steep hillsides, thick mud, dense or tangled woodland, thick vegetation, jungles, deep snow, marsh, peat bogs, waist-deep water (or other harmless liquids), unstable piles of rubble.

Impassable. Very steep slopes and cliffs, high walls, bottomless dust pits, geysers, lava, swamps, tar pits, sludge pools, toxic waste, very deep water.

Terrain Effects

Units moving through dense terrain tend to slow down or stop altogether. They may become temporarily lost and need to find their bearings or could be physically slowed down by picking their way through difficult ground full of potholes and tangling vegetation. This means that units sent into some areas are not entirely under the control of the force commander (ie you) any more.

Normal. Standard rules apply, no additional effects on moving troops.

Difficult. A unit of troops that is moving into, out of, or through difficult terrain rolls two D6 and uses the highest roll as the maximum distance it may move that turn.

If the dice roll is not high enough for the models to move into difficult terrain, place them just inside its edge. Any models in the unit which don't actually move in difficult terrain still get a full 6" move, but remember that they must form a continuous chain with the rest of the unit that is in difficult terrain.

Impassable. Can't be moved through at all unless the troops have special training, supernatural abilities and/or the right equipment. Where this is the case it will be noted in the troops' or creatures' description.

Varying Terrain Difficulty

You might want to try making various sorts of terrain harder or easier to move through for extra variation. This is easily done: simply roll one, two or three D6 for a unit moving through the terrain. You must decide first on how tough you think the terrain should be. The more dice you roll the easier the terrain is to move through — so you might decide a muddy field is three D6 while a tidal mud flat is one D6. This can also be used to represent moving on worlds with particularly high or low gravity in comparison to Earth — for example on a high gravity world you might decide that you roll three D6 and pick the highest for movement even when you are crossing open ground.

Difficult Terrain Test Chart

On this chart there are examples of what effect different terrain has on troop movement. In addition you may want to have a look at the random Terrain Generator charts in the Battles Book section.

TerrainEffect
Sand or ash dunes3D6*
Muddy or water-logged ground3D6*
Ice, thin ice**3D6*
Thick bracken, dense undergrowth2D6*
Steep hillsides, magnetic anomalies3D6*
Dense woodland, jungle2D6*
Rubble, slag heaps, crumbling rock2D6*
Thick mud, deep snow, deep water1D6
Marsh***, peat bogs***1D6
Boiling mud****, tar pits****1D6
High gravity world, strong winds-1D6*****
Sand storms, chemical storms-1D6*****
Low gravity world+1D6

* Pick highest score on any one dice to find distance moved. ** Models ending move in terrain are destroyed on a D6 roll of 1. *** Models ending their move in terrain must make an armour save or suffer 1 wound. **** Models ending their move in terrain must make an armour save or suffer 1 wound. ***** Normal movement is reduced by D6". Count clear terrain as difficult terrain.

Note that only the models moving into the jungle are limited to their reduced move. Those in the open can still move up to 6".

The Shooting Phase

In the shooting phase you have the opportunity to fire at the enemy with your forces. In a real battle the guns thunder unceasingly and there is an almost constant exchange of fire between foes. To represent this in a Warhammer 40,000 battle we split the firing up so that each player fires during their own turn. This makes shooting simple to work out and keeps the game moving at a good pace.

In the shooting phase each of your units may fire. You can choose any of your units to shoot with but you must complete all the firing by one unit before you move on to the next. Each model in a unit can shoot with one weapon each. The whole unit has to fire all of its weaponry at a single enemy unit of your choice, you may not split fire between two or more target units. The shooting process can be summarised into the following five steps.

  1. Choose a target. Select an enemy unit for one of your units to fire at.
  2. Measure range. See if the target is within range of the weaponry of your firing unit.
  3. Roll to hit. Roll a D6 for each shot fired by the firing unit. The model's BS determines what score they must equal or beat to hit their targets.
  4. Roll to wound. Roll again any dice that hit to see if the shots wound their targets. The score needed is determined by comparing the Strength of the firing weapons to the Toughness of the target.
  5. Remove casualties. The target unit's owner removes any casualties but attempts saving throws for models that have been wounded. Models in cover can always attempt a saving throw.

Once you have completed this sequence with one of your units select another unit and begin at step 1 again. Once you have completed steps 1 to 5 for each unit in your army you have finished shooting and can move on to the assault phase.

The rules for the shooting phase also include details on weapons. These appear later in this section.

1. Choose a Target

As mentioned before, a firing unit can choose a single enemy unit as its target. There are several considerations when choosing a target: namely can your unit see it and will their weapons have enough range to reach it?

Line of Sight

You can only select an enemy unit as a target if your unit can see it, or at least part of it. Obviously, a unit cannot open fire if there is a hill, building, or some other large object in the way.

Sometimes it may be hard to tell if a line of sight is blocked or not, so players must stoop over the table for a 'model's eye view'. This is the best way to see if a line of sight exists.

Models in the attacking unit do not block a line of sight (they duck, crouch or get out of the way). Likewise ignore units from your own side (your unit conducts its firing at a convenient moment when their compatriots are not in the way). Enemy models and all vehicles, friend or foe, do block a unit's line of sight if they are in the way, just like buildings and other terrain. Enemy models will block the line of sight to other models up to twice their height.

Partial Line of Sight

Individual models in the unit that don't have a line of sight to the target unit cannot fire, and any models in the target unit that cannot be seen by their attackers cannot be hit by their firing.

Woods and Jungles

Not all kinds of terrain will completely block line of fire. Areas of terrain such as trees, shrubs, bushes and other similar plant-like obstructions will tend to form a 'grey area' where the enemy fades out of sight the further in they are.

The model terrain used to represent woods and jungles is made so that models can be moved into and through it. In reality woods and jungles would be overflowing with all kinds of greenery (or its alien equivalent) so in this case the usual rules for spotting targets using the model's eye view do not really work.

In woods and jungle it is possible for a model to see up to 6" into areas of woods, jungles or similar terrain. Models that are further than 6" into the terrain cannot be seen at all, or see out themselves. If both firer and target are within the same area of vegetation they can only see each other if they are within 6".

Note that although it is possible to see into an area of woods or jungle you cannot see through it even if it is less than 6" deep. So, if a unit is behind an area of woods or jungle they cannot be seen at all by anyone on the other side.

As a final note you may want to vary the distance that troops are visible in woods or jungles to their enemy. For example you could try reducing visibility to only 2-3" for very dense growth or increase it to 8-12" for sparse woodland.

2. Check Range

All weapons have a maximum effective range that tells you the furthest distance they can shoot. If your target is beyond this maximum range then your shot misses automatically. This is why you have to choose your target before measuring the range.

When checking range, measure to the nearest model in the target unit. Models in that unit who are out of range cannot be hit, as described in Casualty Removal later.

When a unit fires, measure the distance for each model in the unit. Any that are out of range may not shoot.

Moving and Shooting

Whether or not a unit has moved can make a big difference to its firing. If the warriors hold a position, take up firing stances and aim at their targets properly they can hit targets further away than if they are firing on the move. In fact some weapons are so heavy they can only be used if their firer halts to brace themselves. For the time being it's enough to know that moving makes a difference to a unit's shooting. The most important thing to understand is that the whole unit counts as moving even if only some of it moved in the movement phase.

3. Roll to Hit

To determine if the firing unit hits their target roll a D6 for each shot. Normally troopers will get to fire only one shot each, however they can fire more than one shot with particular weapons as we'll explain in more detail later. For the present just assume that each trooper fires one shot so they each roll one dice to hit.

The dice score needed to hit will depend on how accurate the firers are (as shown by their Ballistic Skill characteristic or BS). The chart below shows the minimum D6 result needed to score a hit.

BS of Shooter12345678910
Score to Hit65+4+3+2+2+2+2+2+2+

For example, if the shooters are a unit of five Space Marines with a BS of 4, you would roll 5 dice and each roll of a 3 or more would score a hit.

To hit rolls are easy to remember as you just subtract the BS of the shooter from 7. This will give you the number you need to hit. For example, a model with a BS of 2 needs (7-2=5) 5 or more on a D6 to hit.

As you can see, the minimum dice roll needed to hit is always at least 2. There is normally no such thing as an automatic hit, a roll of a 1 always misses. Ballistic Skills of more than 5 are shown for comparative purposes; they are used fully in the Warhammer 40,000 Skirmish series games.

Rolling Dice to Hit

When a unit fires roll all of its To Hit dice together. Sometimes there will be different weapons firing, or firers with different BS in the same unit and you might find it convenient to use different coloured dice for them so that they can be picked out easily. For example you could use green dice for all shots with plasma weapons and red dice for all shots with melta weapons. Alternatively you can simply make separate dice rolls for different weapons or shooters. As long as it is clear which dice rolls are for which shots you can use any convention for this that you like.

4. Roll to Wound

Hitting your target is not always enough to put it out of action. Not all hits cause damage and some targets can take quite a bit of damage before they are destroyed. A hit might result in nothing more than a superficial graze or flesh wound.

To decide if a hit causes damage, compare the weapon's Strength characteristic with the target's Toughness characteristic. Each weapon has its own Strength score as given in the description of the weapon. Here are some examples of different weapons and their Strength characteristics.

WeaponStrength
Splinter Rifle3
Boltgun4
Melta Gun8
Lascannon9

To work out the damage caused by the weapon consult the following Damage chart. If you cross reference the weapon's Strength (S) with the target's Toughness (T) the resulting number is the minimum D6 result needed to convert the hit into damage. As with shooting roll the dice together and once again you can use different coloured dice to represent different weapon strengths.

If this roll is successful the target has been wounded and is removed as a casualty. Casualties are not necessarily dead, they may be merely knocked unconscious or incapacitated in some way. In any case, they are no longer fit to participate in the battle.

Note that N on the chart means that the hit has no effect. A target with the Toughness indicated cannot be harmed by a hit of such a puny strength.

Damage Chart

Strength of weapon (rows) against Toughness of target (columns).

S \ T12345678910
14+5+6+6+NNNNNN
23+4+5+6+6+NNNNN
32+3+4+5+6+6+NNNN
42+2+3+4+5+6+6+NNN
52+2+2+3+4+5+6+6+NN
62+2+2+2+3+4+5+6+6+N
72+2+2+2+2+3+4+5+6+6+
82+2+2+2+2+2+3+4+5+6+
92+2+2+2+2+2+2+3+4+5+
102+2+2+2+2+2+2+2+3+4+

Example: A Space Marine armed with a boltgun shoots at an Ork and hits him. A boltgun has a Strength of 4 and the Ork has a Toughness of 4. Referring to the chart a score of 4 or more is needed to convert the hit into damage. If the dice roll is 4 or more then the Ork takes a wound — as he has only 1 wound in the first place this means that he will be 'killed' and removed from play.

5. Remove Casualties

Once the number of hits and wounds has been determined the player owning the target unit must remove any casualties that have been inflicted. This means that the owning player gets to choose who is hit by the enemy's firing. Assuming that the models in the unit have 1 wound each, one model is removed for each wound inflicted.

Note that you can't choose to lump all of the wounds together onto one model!

The owning player can remove any models from the unit, providing they're within range of the attacker's weaponry. He can even remove models from the rear of the unit — these troops were slain as they advanced and the rest of the unit continued moving forward. Likewise powerful weapons will be picked up by other members of the unit and so on, so it's perfectly fair for a player to avoid taking casualties on (for example) heavy weapons or squad leaders if he doesn't want to.

Taking Armour Saves

Before he removes models as casualties the owning player can test to see if they survive being hit because their armour stops or deflects the shot. Most troops wear some sort of protective clothing or armour — even if it's only a helmet! If a model is wearing armour it is allowed a further dice roll to see if the armour stops him being wounded. This is called a saving throw.

To see if armour successfully stops damage roll a D6. The following table shows how the minimum D6 score required varies between the different types of armour.

Armour TypeMinimum D6 score required to save
Terminator Armour2
Space Marine Armour3
Imperial Guard Flak5
Eldar Aspect Armour4
Eldar Mesh Armour5
Ork Body Armour6
Ork 'Eavy-Armour4
Ork Mega-Armour2
Dark Eldar Incubi Armour3
Tyranid Warrior Carapace5

If the player rolls a D6 and gets equal to or greater than the score required it stops the wound.

Example: A Space Marine wearing power armour is hit and wounded. The Space Marine is entitled to a saving throw of 3 so he rolls a D6, scoring 5. The damage is therefore saved, and the model is unharmed, the shot bounces harmlessly off his armour.

When a unit takes a number of wounds from an enemy unit shooting at it you can roll all saving throws together. The owning player then simply removes the wounded models all at once.

Weapons can often pierce lighter types of armour and particularly devastating weapons make a mockery of even the heaviest armour. This is explained in more detail later.

Armour of the 41st Millennium

Most troops wear armour to protect themselves from weapon fire and the blows of their enemies in hand-to-hand combat. Armour greatly affects a warrior's chance of survival and so influences the outcome of combat. The more heavily armoured troops are, the harder they are to kill. With the advent of lightweight armaplas alloys, ceramics and synthetic fibres there is no movement restriction for warriors wearing a great deal of armour. However, the limited availability of certain kinds of armour, in particular power armour, ensures that it is only used by the best troops. Armour ranges in effectiveness from the simple flak jacket to the immensely powerful tactical dreadnought armour of the Space Marines.

Power Armour. This is a completely enclosing suit of armour as worn by Space Marines. It is made from thick ceramite plates and would be heavy and cumbersome but for electrically motivated fibre bundles implanted in the armour that replicate the movements of the wearer and supplement his strength. Power armour is fully sealed to provide protection against gas weapons and harsh atmospheres. It also commonly includes numerous auxiliary systems such as communicators, auto-senses etc.

Mesh Armour. Mesh armour is formed of tens of thousands of individual pieces of thermoplas interwoven to produce a dense material rather like reptile scales or archaic chainmail. When struck the mesh becomes momentarily rigid, spreading the impact across a larger area. The thermoplas material also disperses heat rapidly, giving reasonable protection against energy weapons. Mesh armour is commonly used by the alien Eldar.

Flak Armour. Flak armour comprises several layers of different ablative and impact absorbent materials which should absorb the majority of energy from a shot. Flak armour is cheap and easy to produce, requiring a very low technology base. Flak armour is mainly used by the Imperial Guard.

Terminator Armour. Tactical Dreadnought armour, or Terminator armour as it is more commonly known, is the best personal armour in the galaxy. The armour itself is massively bulky so it contains a full exo-skeleton of fibre bundles and adamantium rods. These support the heavy gauge plasteel and ceramite plates which form the outer carapace. The immense power of the Terminator suit means that troops using it can wield the heaviest weapons without restriction, handling autocannons and missile launchers like an ordinary man would handle an autogun or a bolter. The secrets of the manufacture of Terminator suits are known only by a few, so the ones that remain are very valuable and old and are reserved for use by only the most highly trained brethren of the elite Space Marine Chapters.

Allocating Hits

Units With More Than One Toughness Value. Sometimes a unit will contain creatures with different Toughness characteristics. When this is the case allocate hits before rolling to wound. You may only allocate one hit against each model until all of the models in the unit have taken one hit each.

Example: the Space Marines shoot and score four hits. The Ork player allocates three hits to the Gretchin (T2) and one to an Ork (T4) before his opponent rolls to wound.

Morale Checks — Casualties From Enemy Fire

Enemy fire will make even the hardiest troops waver if their comrades start to fall in great numbers. Outright flight is unlikely and unwise in the face of intense opposition but even the most seasoned veterans may fall back to regroup and reconsider their tactics if they suffer too many casualties.

In Warhammer 40,000 such events are represented by units taking Morale checks when they suffer casualties in the Shooting phase. Any unit losing 25% or more casualties from its current strength to shooting during a shooting phase must make a Leadership test to hold their ground. Morale checks, falling back and regrouping are covered in more detail later.

Creatures With More Than 1 Wound

Especially tough and heroic individuals such as Space Marine commanders or horrendous alien monstrosities like Tyranid Lictors can sustain more damage than ordinary troopers and carry on fighting. To show this they have more than 1 Wound on their characteristic profile.

When a creature like this suffers a wounding hit it loses 1 Wound. Once a creature has lost all of its Wounds it is removed as a casualty. For example, a creature with 3 Wounds would only be killed after it had been wounded three times. 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.

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 instantly. If a creature is wounded by something that has a Strength value that is double its Toughness or greater it is killed outright and immediately removed. It can be imagined they are vapourised, burned to a pile of ash, torn limb from limb or otherwise mortally slain in a suitably graphic fashion.

Example: A Space Marine commander is Toughness 4 and has 2 Wounds. Normally he could survive being wounded twice before being removed as a casualty. However, if he were to have the misfortune to be hit by a Krak missile (Strength 8 — normally used for knocking out battle tanks) he would become a casualty immediately because the missile's Strength is double his Toughness — he just isn't that tough!

Armour Saves and Multiple Wounds

Creatures that have multiple Wounds take their armour saves just as ordinary troops with only 1 Wound do. If they make their save they suffer no damage but if they fail they suffer 1 Wound. Against instant-death Strength weaponry a save can still be attempted (assuming the weapon doesn't have a good enough Armour Piercing value to just punch straight through their armour). If the save is made the shot ricochets harmlessly off the model's armour or cover (phew); if it fails the model is removed as a casualty (urgh!).

Casualty Removal and Multiple Wounds

If a unit is made up of creatures with multiple Wounds you have to remove whole models as casualties where possible. This is a convenient method which saves on both brain cells and book-keeping. For example, if you had a unit of Ork Nobz (hulking great things with 2 Wounds each) which suffered 5 Wounds from bolter fire, you would remove two models as casualties and note down or place a dice by the unit to indicate that 1 Wound was carried over. If the unit later took another Wound you would have to remove another Ork Nob.

If the hits are powerful enough to kill outright take off one model as a casualty for each wounding hit inflicted. For example, Ork Nobz are Toughness 4, so a lascannon (Strength 9) can kill one Ork Nob with each hit. Hence two lascannon hits on a unit of Ork Nobz would remove two Nobz as casualties. Note that these 'instant kills' do not affect Wounds that are being carried over, these are retained so that they can be made up to full kills by other less powerful hits.

Armour Piercing

Powerful weaponry is quite capable of punching through different types of armour. This is shown by a weapon's Armour Piercing value. Nearly all weapons have an Armour Piercing rating. This is most commonly 6, but potent weapons like bolters and heavy weapons might have values of 5, 4 or even less. Some sample Armour Piercing ratings for different weapons are shown below.

WeaponArmour Piercing
Splinter Rifle5
Boltgun5
Heavy Bolter4
Lascannon2

The lower the rating the better, because it indicates the armour save the weapon can defeat and automatically punch through. So, a bolter with an Armour Piercing rating of 5 automatically pierces armour which has a save of 5 or 6; a lascannon with its Armour Piercing rating of 2 automatically pierces armour which has a save of 2, 3, 4, 5 or 6.

If the weapon's Armour Piercing value is sufficient to punch through armour as described then the target gets no save at all. The armour is ineffective against the shot. If the weapon's Armour Piercing value is not able to automatically punch through the armour then the target can attempt to save as normal.

Example: A bolter has an Armour Piercing value of 5 so Armour saves of 5 or 6 are automatically ignored. Saves of 4+ are taken as normal.

Cover Saving Throws

When the air is full of bullets and shrapnel some good solid cover to lurk behind is always welcome. A position in cover shields troops against flying debris, shots, blasts and shrapnel, enabling them to get their heads down or crawl amongst rocks and (hopefully) avoid harm. In a battle models in or behind cover get a saving throw of 5 or 6 on a D6, or a saving throw from their own armour, whichever is better.

The great thing about cover saving throws is that they are not affected by the Armour Piercing value of the weapons firing, so troops in cover will normally get a saving throw regardless of what is firing at them.

Example: A Space Marine with a missile launcher fires a frag missile (Armour Piercing 6) at a unit of troops who are using some ruined walls as cover. If the troops were Orks (save 6) they'd use the 5+ saving throw for being in cover as it is better than their armour save (which would be useless against the frag missile anyway). If the troops were Space Marines (save 3) they would get a 3+ saving throw because the frag missile doesn't pierce their armour and their own save is better than the cover save.

Invulnerable Armour Saves, or "Our weapons are useless!"

Some creatures or entities are protected by more than mere physical armour. They may be shielded by force fields, enwrapped by mystic energies or have an alien metabolism that can shrug off hits which would put holes in a battle tank. Models like these are referred to as invulnerable and always get their saving throw even if the Armour Piercing value of the weapons hitting them would normally defeat their armour. Even if a hit normally ignores all armour saves, an invulnerable model gets to try and make its saving throws as normal.

Sometimes a creature has a normal armour save and a separate invulnerable armour save — a good example of this is a Space Marine Chaplain who is protected by power armour and a forcefield. In cases where an invulnerable save is also available the owning player must decide which armour save to use before rolling the dice as the model will still only get to make one saving throw.

What Counts as Cover?

It is hard to be completely definitive about what counts as cover, different players will have access to all sorts of different terrain so common sense is the best guide. The main criteria is that cover has to be reasonably substantial. Basically it is up to the players to define what constitutes cover in their games, but here's a guide to some of what we designate as cover: Crates, Rocks, Woods, Jungles, Ruins, Buildings and Vehicles.

Cover which is notably more or less substantial than these can have a different saving throw value if you choose. For example, really light cover such as high grass or a chain link fence that conceals troopers rather than protects them gives a cover save of 6+. Fortified bunkers, trenches or heavily reinforced emplacements will give troops within them a cover saving throw of 4+.

When Do Models Count as in Cover?

Once again, common sense is your best guide in working out whether models are actually in cover or not, and most of the time it should be pretty obvious if they are. Some situations are a bit more complex and the following conventions will help you to decide if a model is behind cover.

  1. Models immediately behind cover such as rocks or walls are protected from shooters that are on the other side.
  2. The corner of a building, vehicle, or large rock counts as cover to any models placed on the edge so that they are partly obscured. The models lean out just far enough to see and use their weapons, posing as small a target to the enemy as possible. This is very useful when you are fighting amongst buildings or ruins.
  3. Models at windows or doors always count as being behind cover from models outside.
  4. Models in craters, trenches or pits always count as being in cover and protected from models outside. The interior of large craters is pock-marked with smaller holes, etc, so that even a model in the middle of it counts as in cover from shots outside.

Units Partially in Cover

Sometimes a unit will only be partially in cover (ie some of the models are in or behind cover and some of them are out in the open). In this situation the owning player has to remove casualties from amongst the models in the open first until there are none left — they are the more obvious targets and will suffer commensurately.

Cover Summary Table

Example Cover TypeCover Saving Throw
Bushes6+
High grass6+
Crop fields6+
Fences6+
Railings6+
Crates/Barrels5+
Pipes/Logs5+
Rocks/Rubble5+
Wreckage/Ruins5+
Walls/Buildings5+
Vehicles/Wrecks5+
Woods/Jungles5+
Trenches4+
Gun pit emplacements4+
Bunkers4+
Fortified buildings4+

Weapons

The technology of the 41st millennium has spawned innumerable weapons of destruction, ranging from the simple but efficient laspistol to the barely controllable energies of the plasma cannon. In this section we'll describe how special rules and characteristics reflect the differences between different weapons.

Type

Different weapons have unique characteristics when fired. Some guns rattle off a burst of shots enabling them to hit multiple targets, others may fire a blast of energy or shell that explodes on impact and can kill several things at once. These qualities are represented by a weapon's type. The different weapon types are: blast, flame, rapid fire, pistol, heavy, barrage and linked.

In Warhammer 40,000 weapons that affect an area are represented by a template. There are three templates: a long tear drop shaped template (flame template), a circular 3" template (Blast marker) and a circular 5" template (Ordnance marker). When the weapon is fired place the relevant template on the tabletop and any models fully or partially covered by it are potential casualties. All weapons that use a template have the word 'Template' instead of a number for their range.

Multiple Shots

Some weapons like storm bolters and multi lasers fire multiple shots. Where this is the case the number of shots a weapon can fire is noted after its type. For example a multi laser can fire three shots in each shooting phase so its type is noted as Heavy 3.

Blast Weapons

Blast weapons fire shells, missiles or energy bolts that explode on impact, potentially injuring several victims with shock waves and shrapnel. When you fire a blast weapon roll to hit as normal. If the shot misses it has no effect. If it hits place the Blast marker over the target unit to see which models are affected.

Models partially covered are hit on a D6 roll of 4 or more, models completely covered are hit automatically. The defending player has to remove any casualties inflicted from the models directly beneath the Blast marker.

Unscrupulous players may be tempted to use blast weapons to pick off leaders and heavy weapons in an unrealistic fashion. To prevent this the following rule applies. The owner of the target unit can move an incoming Blast marker onto a different part of the target unit providing that:

a) The Blast marker covers the same number of models (or more) in the same unit.

b) The new target is within the firer's range and line of sight.

Flame Weapons

Indiscriminate short-ranged weapons such as flame throwers affect a broad, cone-shaped area represented by a template. Instead of rolling to hit place the template so its narrow end is touching the base of the firing model and the rest covers the maximum number of models in the target unit.

Models fully or partially under the template are hit automatically. As template weapons bathe the area in burning fuel, acidic spray, etc, all cover is ignored when resolving hits. As for blast weapons, casualties inflicted by flame weapons must be taken from amongst the models actually covered by the template.

Rapid Fire Weapons

Self-loading weapons that carry a reasonably large amount of ammunition are called rapid fire weapons. These are very common and usually come in the form of sub-machine guns or assault rifles. They can lay down a withering hail of fire, especially at close range if the firer is stationary and concentrates on aiming and firing. Their high rate of fire also means they can be fired effectively 'from the hip' when a squad is advancing, spraying shots into the enemy whenever they present themselves.

If a unit armed with rapid fire weapons moves, each model can shoot once at targets up to 12" away.

If a unit armed with rapid fire weapons remains stationary each model can shoot twice at targets up to 12" away or once at targets over 12" away.

Firing a rapid fire weapon: if a model using a rapid fire weapon remains stationary it can fire two shots up to 12" but only one shot up to the weapon's maximum range. If the model moves then it can only fire one shot up to a range of 12".

Heavy Weapons

Heavy weapons are heavy man-portable weapons such as heavy bolters or lighter weapons which need to be recharged between each shot, carefully set up or whatever. If a unit moves then it cannot shoot heavy weapons, they either move or shoot, but not both (remember that even if the model armed with the heavy weapon doesn't move it still can't fire if other members of its unit move). When shooting heavy weapons always fire the number of times indicated regardless of range in the same way as assault weapons. They are very good for laying down long range supporting fire or knocking out tanks, strongpoints, etc.

Firing a heavy weapon: if a model with a heavy weapon remains stationary it can fire up to the maximum range of the weapon. If the model moved, however, it cannot shoot that turn.

Pistol Weapons

Pistol weapons are similar to rapid fire weapons but are light enough to be carried and fired one-handed. As they are lighter they often have a less powerful charge that limits their range. On the plus side they allow a trooper to fight in close combat with a combination of pistol and sword, axe or other close combat weapon.

If a model armed with a pistol moves it can shoot once at targets up to 12" away.

If a model armed with a pistol weapon remains stationary it can shoot twice at targets up to 12".

Assault Weapons

Assault weapons are used to support units as they charge forward into the attack. They either fire so rapidly or are so indiscriminate that you don't have to do much more than point and shoot. For example a flamer is a weapon which fires a fan-shaped gout of burning fuel so it's just as accurate whether you are moving and firing or not. These weapons shoot the number of times indicated whether you move or not and regardless of range. This means they are very good for assaulting things... hence the name!

Firing an assault weapon: an assault weapon can always shoot the number of times indicated and up to its maximum range regardless of whether the model using it moved or not.

Barrage Weapons

Certain blast weapons launch their shells high up into the air so that they plunge down a distance away, passing over any intervening obstacles en route. Weapons like these fire by guessing the range to the target. They are shown by their maximum range being preceded by a G (Guess), eg G48". When you fire barrage weapons you have to state the target unit and then guess the range to it in inches from the firing unit. Intervening obstacles and terrain do not block the line of fire for these weapons so you don't need a line of sight to the target in order to shoot at it.

Place the Blast marker for the weapon at the distance guessed and then see if it landed on target by rolling the Scatter dice and a D6 together. If you roll a HIT symbol the shot lands at the range guessed. If an arrow symbol is rolled the marker is shifted in the direction indicated by the arrow a number of inches equal to the roll on the D6. Calculate hits on enemy models and remove casualties as for blast weapons (ie from beneath the Blast markers).

Multiple Barrage

If a unit has more than one barrage weapon they will all be fired together in a salvo, with one Blast marker landing for each weapon firing. Guess the range and roll for any potential scatter with the first shot as above, this is the 'ranging shot' for the salvo and all the other shots will land nearby. Once the first marker is in place roll a Scatter dice for each other Blast marker in the salvo. If an arrow is rolled place the marker in the direction indicated so that its edge is touching the edge of the marker placed for the ranging shot. If a hit is rolled the firing player may place the marker so that its edge is touching the edge of any of the Blast markers in the salvo which have already landed.

"Incoming!" — Barrage Pinning

Barrages are sudden and shocking affairs — shells scream down out of nowhere and troopers throw themselves flat as the ground erupts into fountains of dirt and lethal shrapnel.

Units that suffer casualties from a barrage must pass a Leadership test to avoid being pinned down. If the unit fails it may not move, shoot or assault in its following turn. At the end of its following turn the unit recovers and may act normally again.

A unit pinned down does not have to take a Morale test if it sustains 25% casualties from enemy fire, the fact it is pinned overrides the Morale test.

If assaulted by the enemy the pinned unit will fight normally, ignoring the falling shells under the more pressing circumstances of battle.

Linked Weapons

Weapons are sometimes linked to fire together in order to increase their chances of scoring a hit through the crude expedient of blasting more shots at the target. To represent the fusillade of fire laid down by a linked weapon you may re-roll the dice to hit if it misses. However if the second roll is also a miss you can't re-roll the dice again.

Weapons Table

WeaponRangeStrAPType
Bolt Pistol12"45Pistol
Boltgun24"45Rapid fire
Storm Bolter24"45Assault 2
Heavy Bolter36"54Heavy 3
Autopistol12"3-Pistol
Autogun24"3-Rapid fire
Shotgun12"3-Assault 2
Assault Cannon24"64Heavy 3¹
Autocannon48"74Heavy 2
Laspistol12"3-Pistol
Lasgun24"3-Rapid fire
Multilaser36"66Heavy 3
Lascannon48"92Heavy 1
FlamerTemplate45Assault 1
Heavy FlamerTemplate54Assault 1
Meltagun12"81Assault 1²
Multi-melta24"81Heavy 1²
Sniper Rifle36"X6Heavy 1³
Rippa Gun12"46Assault 2
Missile Launcher (Krak)48"83Heavy 1⁴
Missile Launcher (Frag)48"46Heavy 1 Blast⁴
Grnd. Launcher (Krak)24"64Assault 1⁴
Grnd. Launcher (Frag)24"36Assault 1 Blast⁴
MortarGuess 48"46Heavy 1 Blast
Plasma Pistol12"72Pistol⁵
Plasma Gun24"72Rapid fire⁵
Plasma Cannon36"72Heavy 1 Blast⁵

Ork Weapons

WeaponRangeStrAPType
Gretchin Blasta12"3-Assault 1
Slugga12"46Pistol
Shoota24"46Rapid fire
Big Shoota36"55Assault 3
Rokkit Launcha24"83Assault 1

Eldar Weapons

WeaponRangeStrAPType
Shuriken Pistol12"45Pistol
Shuriken Catapult12"45Assault 2
Shuriken Cannon24"65Heavy 3
Death Spinner12"6-Rapid fire
Fusion Gun12"62Assault 1⁶
Lasblaster24"36Assault 1
Reaper Launcher48"53Heavy 2
Scatter Laser36"66Heavy D6⁷
D-cannonGuess 24"102Heavy 1 Blast

Dark Eldar Weapons

WeaponRangeStrAPType
Splinter Pistol12"35Pistol
Splinter Rifle24"35Rapid fire
Splinter Cannon24"45Assault 4
Shredder12"6-Assault 1 Blast

Tyranid Weapons

WeaponRangeStrAPType
Venom Cannon36"84Assault 2
Barbed Strangler24"45Assault 5" Blast
Warp Blast24"62Blast
Death Spitter18"65Assault 1 Blast
Devourer12"46Assault 4
Fleshborer12"4-Assault 1

Weapons Table Notes

  1. Jam Rule. If a triple 1 is rolled on the To Hit dice for the assault cannon it jams and is destroyed. The assault cannon is specifically designed for Terminators — it is not an ordinary man-portable weapon.
  2. Meltaguns and Multi-meltas. These are devastating short ranged 'heat rays'. Melta weapons roll an extra D6 to penetrate vehicles at half range or under (12" for multi-meltas or 6" for meltaguns). See the Vehicle rules later for more details on armour penetration.
  3. Sniper Rifle. Always hits on 2+ and its Strength always equals the Toughness of the target (so it wounds on a 4+ regardless of Toughness). Units suffering casualties from sniper rifles must test to avoid pinning as for a barrage. A sniper rifle only has an armour penetration of D6 against a vehicle.
  4. Missile Launcher or Grenade Launcher. These can fire either frag or krak rounds, choose which to shoot before rolling to hit.
  5. Plasma Weapons Get Hot! If you roll a 1 to hit the weapon has overheated and injured the model firing it. Make an armour save for the model otherwise it will suffer a wound (yes, really!). If the model is killed the plasma weapon is lost as well. Plasma weapons on vehicles are not affected by overheating.
  6. Fusion Guns. These weapons work like meltaguns against vehicles, gaining an extra D6 penetration at half range or under.
  7. Scatter Laser. An improved Eldar version of the multi-laser that shoots D6 times rather than 3. Roll each time it fires.

Weapons of the 41st Millennium

Bolt weapons. The boltgun or bolter is the codex issue armament of the Emperor's Space Marines. They are superb, if temperamental, devices of destruction which need the finest materials and skilled artisans to construct. Master-crafted bolters are treasured artefacts and some have been maintained by Space Marine Chapters for hundreds or even thousands of years. All bolters require regular maintenance rituals and cleaning to keep them fully operational. Bolters fire self-propelled armour-piercing mass-reactive explosive missiles called bolts. These detonate a split second after penetrating a target, blasting it apart from within. The force of the explosion can destroy even armoured vehicles. Bolters are normally set for rapid fire, each pull of the trigger firing a burst of three or four bolts in quick succession.

Plasma weapons. The ancient technology required to construct plasma weapons is only known by an inner circle of Adeptus Mechanicus Artisans and Munitions Adepts. Few are constructed today, and each is individually crafted and blessed by the Machine God before being allowed into service. Ammunition for a plasma gun consists of a photonic hydrogen cell or flask. Two of these vessels are usually screwed into place inside the weapon before battle. These two flasks feed a fusion core, where the hydrogen becomes highly energised and converts into a plasma state. The plasma is held in the core by a powerful magnetic field, then allowed to escape along a linear magnetic accelerator, speeding the plasma 'bolt' towards its target. The molten gas explodes on impact, generating the destructive heat of a small sun before dissipating. It is the magnetic containment field which is so difficult to replicate and maintain. Field failure can result in the plasma becoming unstable and the weapon overheating in a catastrophic meltdown.

Las weapons. By far the most numerous weapons in the Imperial armoury are las weapons. Cheap to manufacture and easy to use and maintain, las weapons are issued in vast numbers to the Imperial Guard and are readily available on most Imperial worlds. Laser weapons emit a beam of focused light. The short duration high energy beam produces such a rapid temperature change on the target's surface that it vapourises in a small explosion. Lasguns are driven by a fast discharge generator, which comprises most of a lasgun's mechanism and stores energy for each shot. Actual beam energy is regulated to prevent overpowering, making the lasgun very reliable. Powerpack capacity varies immensely but most are good for about 40 shots. In contrast, to maintain maximum power output efficiency, lascannon powerpacks need replacing after every shot.

Melta weapons. Melta weapons, sometimes called fusion guns, melters or cookers, fire a sub-molecular thermal blast over a short distance, causing massive molecular breakdown and turning the target into molten slag and steaming vapour in a matter of seconds. Most melta guns use highly pressurised pyrum-petrol gases, charged to produce a fearsome blast. Melta guns use a two part injection system to force the gas into a sub molecular state, which will vaporize just about any target. This results in an awesomely powerful blast at short range, with the heat dissipating rapidly at longer ranges. The two part reaction makes melta weapons slow to fire but the devastating results make them a popular support weapon on the battlefield, especially useful in an anti-tank role, or when attacking enemy strongpoints.

The assault cannon. The assault cannon is a six-barrelled, self-loading autocannon. Driven by an internal motor the assault cannon has a very high rate of fire. It is carried by Space Marine Terminators and is used in confined areas and tunnel fighting for clearing rooms and corridors. Assault cannons are forged of a tempered ceramite alloy, resistant to the intense heat generated by the fast spinning motor and the wear caused by the thousands of shells fired. Despite this barrels are regarded as disposable and are usually replaced after every mission. Motor and barrel failure are common problems with the assault cannon, resulting in the weapon being prone to jamming. Assault cannons fire a fixed cartridge round, a dense metallic core covered in a non-metallic composite sheath with a diamantine tip. This gives good armour penetration and stable flight ballistics at short ranges and keeps the rounds small, so that more ammunition can be carried. Assault cannons include gyrostabilisation to help the gunner keep the weapon on target and recoil compensators are built into the Terminator suit.

Assault

While firepower may be enough to drive an enemy back from open ground or lightly held positions, shifting a determined foe from a fortified bunker or ruined settlement will need sterner measures. In an assault troops storm forward, screaming their battlecries, eager to strike at their foe with knives, claws, gun butts or anything else in a desperate close combat.

Assault can be summarised in 5 steps:

  1. Move Into Assault. Move any of your units, within 6" of the enemy, into contact.
  2. Fight Close Combat. Troops in base contact with the enemy, or within 2", fight in close combat. Models in cover strike first, then both sides fight in order of their Initiative characteristics. Roll to hit with each of their attacks and roll to wound with any attacks which hit.
  3. Determine Assault Results. Total up wounds inflicted. The side which inflicted the most wounds is the winner.
  4. Loser Checks Morale. The loser has to pass a Leadership test or fall back 2D6". If the loser passes the test both sides move more models into combat and fight again in the next assault phase.
  5. Winners Advance Or Consolidate. If the loser falls back the winner can advance 2D6" or consolidate by moving his models 3" in any direction.

1. Move Into Assault

In his own assault phase a player can charge any unit that is within 6" of an enemy unit forward into contact to make an assault. All the models in an assaulting unit make an extra 6" move in exactly the same way as if moving in the movement phase. A unit of warriors that remained stationary in the movement phase in order to fire heavy and/or rapid fire weapons cannot assault as it is assumed to be spending the whole turn shooting.

When a unit makes an assault all the models in the unit must move into base-to-base contact with the enemy if they can do so. The closest models move first and towards the enemy by the most direct route. Once units are fighting at close quarters like this they are said to be 'engaged in close combat'.

Terrain Effects

Models assaulting into, out of or through difficult terrain will be slowed down in the same manner as models moving through it in the movement phase. Roll two D6 and pick the highest to see how far they can move.

Who Can Fight

Close combat is a swirling mélée of fighters leaping forward, spinning, hacking and slashing at one another. As well as fighting hand-to-hand, warriors will be firing at point blank range at any target that presents itself.

The player who is making the assault is obliged to get as many of his models into close combat as he can — there is no holding back! Models must be moved forward against enemy models not already in base contact where possible. All models who are within 2" of an enemy model will take part in the fighting as well, not just those in base contact. If there are any models at the back of a unit who cannot make it into contact with the enemy move them in as close as possible.

2. Fight Close Combat

How good creatures are in close combat depends almost entirely on their physical characteristics, in other words how fast, strong, tough and ferocious they are. Armour remains useful for warding off blows and shots but weaponry becomes a secondary consideration — the best gun in the galaxy won't help if your opponent is bashing your brains out with a rock!

In close combat both players' models fight. How many blows are struck and who strikes first are discussed below. The rules are written assuming that there is only a single close combat occurring in the turn, of course there may be several separate assaults being fought simultaneously in different parts of the battlefield. If this is the case the player whose turn it is can choose what order to fight the combats in.

Who Strikes First

Troops who are defending cover have a massive advantage in an assault. They can fire from their hiding place at their approaching enemies and then smite them down as they struggle to get to grips with their hidden foe. It's all in the reflexes when it comes to combat in the open: slow lumbering opponents can be quickly dispatched by a faster and more agile foe. Unfortunately, lumbering opponents such as Orks are tough enough to be able to withstand a vicious pummelling and still come back for more.

In close combat models defending in or behind cover strike first. Resolve all their attacks and remove any casualties before moving on to the rest of the models. Fighting for the remainder is resolved according to the Initiative value of the models. Models with the highest Initiative attack first, then the next highest and so on. Work your way down the Initiative scores in each separate combat until everyone has fought (assuming they haven't already been killed by a model in cover or with a higher Initiative). If both sides have models with the same Initiative, attacks are made simultaneously.

Cover. Models in or behind cover always fight first in close combat regardless of Initiative. This represents the advantage of cover — their attacks include not only close fighting but also shots against the enemy as they charge in. Apart from this cover does not affect hits or anything else in an assault. After the first round of close combat fighting is assumed to have swept into the cover so it gives no further advantage to models in it.

Attacks

Attacks in close combat work like shots in shooting — each attack that hits has a chance to wound, the wounded model gets a chance to save, and if it fails is (generally) removed as a casualty. Each model base-to-base with an enemy model strikes with the number of Attacks (A) on his characteristics profile. In addition the following bonus attacks apply.

+1 Two Weapons. Models in base-to-base contact with a pistol/close combat weapon in each hand have an extra +1 Attack. Models with more than two weapons gain no additional benefit — you only get one extra Attack regardless of whether you have two or more close combat weapons.

+1 Charged. Models in base-to-base contact who launched the close assault that turn (ie charged) get +1 Attack on their normal profile for that turn only.

Models not touching an enemy, but within 2" of one, may make one Attack regardless of their profile, armament or whether they charged.

Rolling To Hit

To determine whether hits are scored roll a D6 for each Attack a model has. The dice roll needed to score a hit on your enemy depends on the relative Weapon Skills (WS) of the attacker and his foe. Compare the Weapon Skill of the attacker with the Weapon Skill of his opponent and consult the following chart to find the minimum score needed on a D6 to hit.

To Hit Chart

Attacker's Weapon Skill (rows) against opponent's Weapon Skill (columns).

WS12345678910
14+4+5+5+5+5+5+5+5+5+
23+4+4+4+5+5+5+5+5+5+
33+3+4+4+4+4+5+5+5+5+
43+3+3+4+4+4+4+4+5+5+
53+3+3+3+4+4+4+4+4+4+
63+3+3+3+3+4+4+4+4+4+
73+3+3+3+3+3+4+4+4+4+
83+3+3+3+3+3+3+4+4+4+
93+3+3+3+3+3+3+3+4+4+
103+3+3+3+3+3+3+3+3+4+

Where large numbers of combatants have the same characteristics it is often convenient to roll for their attacks together.

Example: A unit of five Space Marines fighting five Eldar would roll five D6s for their attacks. If they were charging they would roll ten D6s (1 Attack +1 each for charging). Since all of the Space Marines need the same roll to hit and the same roll to wound you may as well roll them together and then allow the Eldar player to allocate the hits as detailed below. This approach saves time and speeds up the game when you've got several big close combats going on at once.

Allocating Attacks

A model can fight if its base is touching the base of an enemy model or if it is within 2" of an enemy model. Ordinarily we simply assume that the warrior is contributing his shots and blows to the swirling combat going on. This means we don't have to worry about whether individual models strike their respective opponents in base contact.

However, if a model is in base-to-base contact with opponents with varying Weapon Skill and Toughness characteristics it will be necessary to allocate attacks to different targets before rolling to hit. This is because the dice scores needed to hit and to wound them will be different. The model's attacks can be divided up as the player wishes, as long as he makes it clear before rolling to hit.

Rolling To Wound

Not all of the attacks that do hit will harm your enemy. They may be deflected by equipment, parried at the last moment or merely inflict a graze or flesh wound. Once you have scored a hit with an Attack you must roll again to see if you score a Wound and incapacitate your foe.

The procedure is the same as for shooting. Consult the Damage chart, cross referencing the attacker's Strength characteristic (S) with the defender's Toughness (T). The chart indicates the minimum D6 roll required to inflict a Wound.

Example: A Space Marine (Strength 4) hits a Dark Eldar (Toughness 3). Referring to the Damage chart we find that the Space Marine requires a 3 or more on a D6 to wound.

What Strength To Use. In almost all cases, when rolling to wound in close combat use the Strength on the attacker's profile, regardless of what gun they are using. Some (but not all) close combat weapons give attackers a Strength bonus; these are detailed later.

Armour Saves

Models struck and wounded in close combat can attempt an armour save to avoid becoming casualties. Models usually get to save regardless of the attacker's Strength but some especially monstrous creatures and powerful close combat weapons will punch straight through armour.

Note that cover provides no extra protection in close combat as it does against shooting. Remember that invulnerable models are allowed to make armour saving throws even where none would normally be allowed.

Removing Casualties

Casualties are removed by the player suffering them with the following restrictions. Casualties must be removed from the models in base contact with the enemy first, then from models that are fighting near the enemy (ie within 2"). Casualties are only carried over onto models more than 2" from an enemy where all other models have been slain. If an attack has been allocated against a specific enemy, then the wounds are only applied against that enemy model.

If a model has his opponent taken as a casualty before he has an opportunity to attack he may still attack another enemy model as if in base-to-base contact (remember the mélée is a mobile swirling conflict not static as our models are, the attacker could have the opportunity to leap forward over the casualty to attack another opponent behind him). You may find it convenient to place the casualty on its side next to the model as a reminder that he fights in the combat with his full number of attacks.

As mentioned previously it's generally assumed that players will roll all attacks of the same Initiative value together to speed up close combats. However, if both players agree you can resolve attacks model by model. In this case simply remove casualties as they occur.

Special Close Combat Attacks

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 always bear a deadly array of clubs, knives, frag grenades and bayonets for close-quarter fighting.

Assault troops will be even more fully equipped, taking pistols, swords and axes into battle with them. Most deadly of all are the power weapons that are sheathed in disruptive energy fields of crackling blue bale-fire. Power weapons splinter ceramite armour plates and melt plasteel in the blink of an eye, smashing through even the toughest armour like paper.

Specialised weaponry can give troops a real edge in close combat. Some of the most common close combat weapons and special attacks are listed below. In all cases models can only use their special attacks if they are in base-to-base contact with the enemy, otherwise they attack normally. Note that models with special close combat attacks can always choose not to use them and attack normally instead; if you're wondering why you might want to do that read the Power Fist entry below!

Power Weapons. A power weapon (typically a sword or axe, but more rarely a glaive, halberd or mace) is sheathed in the lethal haze of a disruptive energy field. When a blow is struck a crackling blast of energy tears at the target, eating through armour, flesh and bone with ease. A model armed with a power weapon ignores armour saves.

Power Fist or Claw. A power fist or claw is a powered, armoured gauntlet surrounded by an energy field that disrupts solid matter. It is an awesome weapon most commonly seen fitted to Space Marine Terminator armour. A power fist or claw doubles the user's Strength up to a maximum of 10 and ignores armour saves. The only drawback is that a power fist is slow and cumbersome to use, so a model armed with a power fist or claw always strikes last in close combat regardless of relative Initiative and whether or not they are defending cover or using frag grenades to assault into cover, etc. If models on both sides are armed with power fists they strike simultaneously.

Close Combat Weapons (chainswords/swords/axes/pistols etc). There is a bewildering array of close combat weapons ranging from simple clubs and axes to hand flamers and chainswords. These weapons confer no bonus to the strength or hitting power of combatants. However, as a model with a weapon in each hand gains an additional attack against an enemy in base-to-base contact, swords and pistols (or similar hand weapons) remain a useful combination for hand-to-hand fighting.

Frag Grenades. Fragmentation grenades can be thrown at opponents in cover to force them to keep their heads down during a charge. The lethal storm of shrapnel from exploding frag grenades will drive opponents further into cover for a few precious moments while the attackers close in. Troops armed with frag grenades always fight simultaneously against troops in cover. Initiative values are not used, both sides roll to hit and wound at the same time before making armour saves and removing casualties.

Monstrous Creatures. A monstrous creature is so huge and powerful that its attacks make a mockery of armour, foes are not so much wounded as hideously mangled and crushed. A monstrous model (Carnifex, Greater Daemon etc) ignores armour saves.

3. Determine Assault Results

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

To decide who has won the combat, total up the number of wounds inflicted by each side. The side that causes the most is the winner, the other side is the loser and may be forced back if they fail a Leadership check. Note that wounds which have been negated by armour saves do not count, nor do wounds in excess of a model's Wounds characteristic, only wounds actually inflicted.

Enemy Destroyed! If one side destroys the enemy it wins automatically — even if it sustained more casualties. The victors can consolidate or advance as normal. If an advance is chosen it must be made towards the enemy.

Tiebreaker (Moral High Ground). If both sides score the same number of wounds roll a dice each to see who gains the upper hand, the highest score wins. If both scores are the same neither side wins and the combat really is drawn as detailed later.

4. Loser Checks Morale

Units who lose a close combat must test their morale to hold their ground. If they fail they must abandon the fight and fall back 2D6". If they pass the unit holds its ground and fights on — basically the combat is drawn and no further account is made of the unit's defeat.

Morale checks and Falling Back are covered in more detail in the Morale section of the rules.

5. Winners Advancing and Consolidating

Where a side has won and their enemies fall back, the victors can choose to either advance or consolidate their position. If they won on a tie-breaker they may only consolidate. They may make this decision after the enemy has fallen back (ie you can see how far they run!).

Advance

The victors move 2D6" forward directly after their withdrawing enemy. If they roll greater than their enemies' Fall Back score they catch and destroy them. This represents the victors shooting the enemy down as they retreat, scattering them beyond recovery, and generally jumping up and down on their corpses.

Units advancing into, out of or through difficult terrain only move half the distance rolled on 2D6.

If a unit is pursuing a foe who falls back off the board the pursuing unit will stop when it reaches the table edge.

Sweeping Advance. Advancing units must move the full distance rolled, in the same direction towards and through the enemy if they outpace them. If this brings them into contact with fresh enemy they move directly into base contact, effectively assaulting the enemy and beginning another close combat. No further combat is fought during the turn that the advance is made; combat is, instead, fought in the following turn. The advancing unit is considered to have launched an assault that turn, and receives the normal +1 Attack bonus.

Partial Contact. Occasionally a sweeping advance or similar circumstance will lead to a situation where attackers engage some models in an enemy unit but not all of them. Models in base contact can not move away in their turn, but any unengaged models may move around as normal providing they maintain unit coherency. At the start of the next assault phase unengaged models may move in to help out their comrades as long as the unit did not remain stationary to fire with heavy or rapid fire weapons.

Consolidate

The victors move up to 3" in any direction to take advantage of cover/ground to consolidate their position. This is the only action a winner can take if they won the combat through a tie-breaker roll off. Units consolidating their position ignore difficult terrain.

Drawn Combats

In a drawn combat individual models remain where they are if they're touching base-to-base. Otherwise, fighting units from both sides must move all models up to 6" forward, ignoring difficult terrain, into base contact with enemies, or as close as they can where this is not possible. They must move against unengaged models in preference to models already in base contact. If both sides have unengaged models to move in roll a D6 each, highest score moves in first.

Multiple Combats

If several units are fighting in the same combat, total up the number of Wounds inflicted by each side to determine who is the winner. All the units on the losing side have to check their morale. Individual winning units can only advance or consolidate if all of the units opposing them fall back.

Shooting in Close Combat

Models in base-to-base contact may not fire weapons in the shooting phase. Their attentions are completely engaged by the swirling mélée. Likewise, while especially twisted and soulless commanders may wish their warriors to fire indiscriminately into close combats in the hopes of hitting the enemy, this is not permitted. 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), so just forget it, alright!

However, an exception to this rule is during a Sweeping Advance. In this case the advancing unit will be exposed to enemy fire as it moves forward — and will make a very tempting target for the unit on the receiving end of their advance. Therefore units making a Sweeping Advance can be fired at before the next assault phase is fought, even if they have moved into base-to-base contact with another unit. Range is measured to where the advancing unit has reached and even models they have moved into base-to-base contact with may fire.

Morale

It's a lucky commander who can rely on his troops to perform fearlessly all of the time. In the chaos and confusion of battle troops can easily become demoralised, disorientated or outright terrified by the violence unleashed against them. To represent this element of the unknown your units of troops have to check to see if their morale remains good under certain circumstances. As you will have already gathered Morale tests can occur at a number of different times, so a unit in particularly dire straits may be forced to take several Morale checks in a single turn.

Leadership Tests

Units use their Leadership characteristic for taking Morale checks. This represents the grit, determination, élan or (sometimes) plain stupidity of warriors in action. Morale checks are taken by rolling 2D6 and comparing the total score to the unit's Leadership value. If the score is equal to or under the unit's Leadership value the test is passed, if it is higher the test is failed.

Leadership Modifiers. Circumstances can make Morale checks harder for a unit to pass. For example, a unit that has already suffered heavy casualties will be more inclined to give way than a unit that is untouched. This is represented by Leadership modifiers for Morale checks and these reduce the unit's Leadership value by -1, -2 or sometimes even more.

When Morale Checks Are Taken

Only infantry have to take Morale checks — tanks, Dreadnoughts and other vehicles never have to. Particularly monstrous or fanatical units may be immune to the effects of morale, but where this is the case any special rules are included in their description. Note that some units automatically pass Morale checks, while others automatically pass all Leadership tests. This is a subtle but important difference. For example, units immune to Morale checks will still have to test for barrage pinning.

Infantry units normally check Morale in three situations:

A) If they take 25% or more casualties in the shooting phase. Test at the end of the phase.

B) If defeated in close combat in the assault phase. Test once combat results are established.

C) If a tank breaks through their line. Test once the vehicle has moved.

A) Enemy Fire

Any unit taking 25% or more casualties of its current strength from shooting during a single shooting phase must check against its Leadership not to fall back.

-1 If the unit is below 50% starting strength.

Example: A unit of five troops suffers two casualties (reducing it to 60% of its starting strength) so it takes a Morale check. Next turn the unit, now three strong, suffers another casualty (reducing it to 40% of starting strength) so it takes another Morale check, this time at -1 Leadership for being below 50% of starting strength.

B) Losing an Assault

Units that lose a close combat (ie they suffer more wounds than they inflict) must test against their Leadership to hold their ground. If they fail, the losers must fall back. The Leadership test is modified by the following factors:

  • -1 If the unit is below 50% starting strength.
  • -1 If the losing side is outnumbered by its opponents.*
  • -2 If the losing side is outnumbered 2:1 or more.*
  • -3 If the losing side is outnumbered 3:1 or more.*
  • -4 If the losing side is outnumbered 4:1 or more.*

* Only apply the highest of these modifiers.

Example: A Dark Eldar warrior squad has lost an assault. They would normally require an 8 or less to pass the Leadership test, but are below half strength (-1) and outnumbered 2:1 (-2), which means they require 8-3=5 or less. They roll a 6 and fail.

C) Tank Shock

Units that are driven at by an enemy tank may well wisely decide it's time to abandon their position and fall back. If a tank reaches a unit's position then the unit must check against its Leadership to see whether or not it falls back. For a fuller explanation of how Tank Shock works see the Vehicle rules later on.

-1 If the unit is below 50% starting strength.

All On Your Own (Last Man Standing)

Sometimes a unit will be almost entirely wiped out, with only a single member left. Such lone individuals must take a Leadership test at the start of each of their turns. If they pass they are filled with heroic fervour and continue to fight on single-handedly. If they fail they suffer an outbreak of common sense and begin to fall back.

Falling Back

Falling back is a fighting withdrawal, not an out-and-out rout. Sometimes a fighting retreat in the face of overwhelming odds is the only option left. A withdrawal can give troops the chance to retire to a stronger position to mount a fresh attack or hold off the enemy.

As a unit falls back it moves directly to the player's table edge, or to the base line where the unit deployed/entered the table if it came on at a different place. We've specified this in the scenarios in the Battles Book but if you make up your own scenarios be sure you know where your units fall back to. If possible the unit must remain coherent, with gaps of no more than 2" between models as they fall back.

Troops fall back 2D6" each turn until they regroup. Particularly fast units fall back further than this but where this happens it will be noted in the special rules for them.

A unit that falls back must move within a corridor which lies between its most extended models — but individual models can move within this corridor as you wish. If a unit is spread out such that its models are more than 2" apart the models must be moved back into coherency as the unit moves.

If the unit moves into, out of or through difficult terrain the distance rolled on the dice that it falls back is halved. Troops will divert around impassable terrain, but must move in such a way as to get back to their base line by the shortest route.

Firing While Falling Back

Troops who are falling back may continue to shoot, but as they are moving they may not fire heavy weapons, or rapid fire weapons at anything more than 12" away. They also cannot launch an assault.

Assaulted While Falling Back

A unit which is assaulted by the enemy whilst falling back must check to regroup immediately (see Regrouping below). No modifiers apply to the check in this case, and even units which would not normally be allowed to regroup are allowed to make the check — the situation is sufficiently life or death threatening for the usual regrouping restrictions to be ignored. If successful the unit is regrouped and will fight the close combat normally. If it fails to regroup the unit is destroyed.

The Crossfire Rule

Units forced to withdraw through enemy units will be caught in a deadly crossfire and destroyed or irrevocably scattered. If a unit is withdrawing towards the enemy measure the distance to the nearest enemy model within the fall back 'corridor' before rolling to see how far the unit falls back. If the distance rolled takes the unit up to or past the enemy model the unit is destroyed.

Note that only models from units that have not fought in close combat that turn can be used for crossfire purposes.

Regrouping

A unit falling back can attempt to regroup by taking a Leadership test at the start of its next move phase so long as:

a) There is at least 50% of its original strength remaining.

b) There are no enemy within 6".

c) The unit is coherent.

If you fail (or the unit cannot regroup because of the restrictions given above) the unit must continue to fall back, and is moved a further 2D6". Remember that even units that are falling back can still shoot. However they are still subject to the Crossfire rule.

If the unit successfully makes its Leadership test, it will then be able to regroup. It cannot move any further during that movement phase, except that models are allowed to move up to 3" to rearrange their firing line or take up positions in cover. Difficult terrain does not reduce this 3" move at all.

Once a unit has regrouped it fights as normal. It can, for example, shoot (counting as moving that turn) or mount an assault that turn if it gets the chance.

Regrouping in Cover

If a unit moves into cover that lies within its fall back corridor, it may attempt to regroup again as it does so. Effectively this is a second chance to regroup. A unit may only attempt to regroup in cover once per movement phase as long as none of the normal restrictions apply. Make the test once the whole unit is in cover. If passed it regroups and halts. If it fails it must complete its fall back.

Regrouping After an Assault. A unit that has been defeated in an assault cannot regroup by moving through cover during the same turn.

Last Chance

Once a unit reaches the table edge it has one more chance to regroup, if it fails it is removed and may not return. Note that there is no need for individual models in the unit to move 'off' the table, once any reach the edge it is last chance time! Finish the move for all the models in the unit, stopping any who would finish off the table edge, and then attempt to regroup, as long as none of the usual restrictions apply. If the unit regroups it stops at the table edge. If it fails it is removed.

Characters

Nearly every race or power throws up exceptional individuals who stand out above the normal herd. Veteran warriors, brilliant officers, inspired prophets, ferocious war-leaders and monstrous daemons can take to the battlefield and make a difference to combat. They inspire others to greater feats of heroism (or fiendish bravery as the case may be) and are usually quicker, stronger and more powerful in combat. In Warhammer 40,000 these powerful individuals are called characters and there are certain special rules that apply to them.

Characters In Battle

Characters fight as part of an army in one of two ways.

Ordinary characters are fielded as part of other units from the start of the game. They are effectively another trooper in the unit with enhanced characteristics and usually a superior Leadership value.

Independent characters are represented by individual models, which fight as units in their own right. However, as we shall see, one of the most useful abilities of independent characters is to join other units in battle, so that they can move in to bolster the battleline where the fighting is fiercest.

Character Movement

Characters follow the normal movement rules for troops of their type be it infantry, cavalry or bikes. Independent characters can move through difficult terrain more quickly than ordinary troops. This means you are allowed to re-roll any dice throws for independent characters moving in difficult terrain.

Characters in Units

Characters who are part of a unit must obey all the usual coherency rules, meaning that they must remain within 2" of a member of their unit.

Independent characters are allowed to move freely around the battlefield and can temporarily join other units if desired. While an independent character is part of a unit he must obey the usual coherency rules until he leaves the unit as detailed below.

Independent Characters Joining and Leaving Units

In order to join a unit an independent character simply has to move within the 2" coherency distance of the unit during his movement phase. Note that if an independent character joins a unit which has special abilities such as infiltrators, jump pack troops, cavalry etc, he does not gain any of the abilities of the unit.

An independent character may leave a unit during the movement phase by moving out of coherency distance with it.

An independent character may only join or leave a unit during the movement phase — once assaults are launched it is too late to join in or duck out!

Shooting At and By Characters

Independent characters can only be chosen as targets if they are more than 6" away from any other viable target unit or if they are the closest target at short range (up to 12"). Otherwise you can't shoot at them.

Characters shoot just like ordinary troopers, although in many cases they will have superior Ballistic Skills or exotic weaponry that sets them apart. Where this is the case either roll for them separately or use different coloured dice to differentiate their shooting.

Characters in Assaults

All characters in assaults fight just like normal troopers, though their characteristics are usually better. If a unit including an independent character charges into close combat the character must charge in too.

An independent character on their own can charge into close combat if they are within 6" of the enemy in the assault phase (12" if the character is mounted as cavalry).

Allocating Attacks

A character fighting in close combat can always choose to allocate his attacks against enemy models in base-to-base contact, unlike ordinary troopers who may only do so if their opponents have different Weapon Skills and Strengths. A character's attacks can be divided up as the player wishes, as long as he makes it clear before rolling to hit.

If a player chooses to allocate attacks in this way the character can only inflict casualties on the models in base-to-base contact with him. It can be imagined that the character is deliberately looking to cut down those before him instead of rampaging through the press of fighting troops, dealing death wherever possible.

Characters as Leaders

One advantage of a character being part of a unit is that any Leadership tests the unit takes are then made using the character's Leadership value. If an independent character is part of a unit that falls back he may not leave the unit until it regroups. Independent characters never have to take 'all on your own' tests.

Psychic Powers

Some of the army lists include characters who are allowed to use psychic powers. These characters are often referred to as psykers.

Psychic powers vary from race to race, so the effect of each power and when it may be used is included in the special rules for the psyker in the army list. The rules below tell you how to find out if the psyker can use his powers, and what can happen to him if things go wrong...

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 Psychic test by rolling equal to or under his Leadership on 2D6. If he fails the psyker's concentration has been broken and he can not use the power that turn. If he passes the power may be used as described in the special rules for the psyker in his army list. A psyker may not attempt to use more than one power per turn.

Psychic attacks are subject to the usual Shooting rules, so the psyker must be able to see the target, and all attacks must be directed against a single target unit, etc. This is because even telepathic psykers find that in the heat of combat it is hard to pinpoint the mind of an opponent with any clarity; generally they all blur and merge in a confusing swirl.

Perils of the Warp

In order to use their psychic powers a psyker must draw deeply upon the power of the warp. This is a risky and very dangerous thing to do, for the warp is inhabited by hostile creatures that can attack an unwary psyker during the few moments that he draws upon the warp to use his powers.

To represent the dangers of the warp, if a psyker rolls a 2 or a 12 when he takes a Leadership test in order to use a psychic power, he is attacked! The psyker suffers 1 automatic hit with a Strength equal to the roll of a D6, no saves allowed — a warp creature has tried to fry the psyker's brain! Note that on a roll of a 2 the psychic power works, even though the psyker has been attacked or killed.

Special Characters

In the army lists, later in this book, you'll find characters you can field as part of your army. As with squads of troops you can choose for your army, the character's profile tells you how tough he is and what weapons and armour he can have. It is left to you to name your heroes, and follow their illustrious careers across bloody battlefields.

Nonetheless the 41st millennium is filled with famous characters renowned as legendary heroes or infamous villains. These individuals are called special characters and can be found in the Codex army books and in White Dwarf magazine. Special characters are highly skilled and dangerous opponents who have special traits or skills that make them particularly valuable to an army.

For example, Lord Commander Solar Macharius is without doubt the finest Imperial Guard commander who ever lived, his armies conquered nearly a thousand worlds in under seven years. An army led by him can expect great benefits in strategy and tactics if little direct help in fighting. On the other hand Khârn the Betrayer, an exalted champion of the Dark Gods, is a mad butcher and slaughterer of men with no thought for anything other than personal combat (which it must be granted, he excels at).

Special characters represent unique individuals, past and present, that many players like to use in their games to give background or history to their army. However, these powerful characters can dominate certain types of game, especially the smaller battles. It is general practice that special characters can only be used if both players agree to do so before the battle.

Vehicles

This section of the rules describes how vehicles of all shapes and sizes move and fight. As mentioned earlier, vehicle rules are quite different to those for infantry in order to show their unique strengths and weaknesses. Vehicles can move swiftly and bring a tremendous arsenal of weapons to bear as infantry fire patters harmlessly off their armoured hide. However, determined infantry squads with the right weapons can use dense terrain to outmanoeuvre lumbering vehicles and can easily knock them out unless the vehicles have their own infantry to guard them.

Vehicle Characteristics

Vehicles have characteristics that define how powerful they are in a similar way that troops do. However as vehicles do not fight in the same way as creatures of flesh and blood their characteristics are different. Vehicle characteristics are as follows.

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

Armour Value. The Armour Value of a vehicle tells you how hard it is to damage. Weapon hits against vehicles must defeat their Armour Value in order to inflict damage. Vehicles generally have different Armour Values on their front, sides and rear.

Type. Vehicles come in all sorts of different types, some are faster than others while some are able to fly or walk instead of driving along on wheels or tracks. Any special traits a vehicle has are described by its type. The different types are Fast, Tank, Open-Topped, Skimmer and Walker.

Example profile:

Leman RussTypeFront ArmourSide ArmourRear ArmourBS
Tank1412103

Vehicle Movement

Most vehicles can move up to 12" in the movement phase. This is relatively slow, but it represents a cross-country speed rather than moving flat out. However, most vehicles will want to move even slower in order to use their weapons (see later). Most vehicles can only move in the movement phase, but some can move in both the movement phase and the assault phase just as troops can.

Vehicles can turn any number of times as they move, just like any other model. Vehicles turn by pivoting on the spot, rather than 'wheeling' round. Turns do not cost any of the vehicle's move. A vehicle may combine forward and reverse movement in the same turn providing it does not exceed its maximum move.

Fast Vehicles. Some vehicles are notably fast either because of their light construction or powerful engines — or both! Fast vehicles can move up to 24" in the movement phase.

Terrain Effects

Difficult Ground. Vehicles that move through difficult terrain are not slowed down like infantry — they will either crash through successfully or become stuck, bogged down or something similar. To represent this a vehicle that moves into difficult terrain or starts its move in difficult terrain must take a Difficult Terrain test. Do this by rolling a D6. On a roll of 1 the vehicle is immobilised for the rest of the game, on a 2-6 it can carry on moving.

Skimmers. Skimmers are vehicles that hover above ground level using anti-gravity drives, huge turbofans, supernatural energies, etc. Note that these are not full blown flying machines, they generally hover at a few metres above ground level but are capable of making a powered boost to gain height and cross obstacles. Skimmers can ignore terrain as they move but if they begin or end their move in difficult or impassable terrain they have to test to see if they are immobilised as noted for ordinary vehicles above. Immobilised skimmers are destroyed.

Walkers. Walkers are vehicles that have legs instead of tracks or wheels, the most common being huge war machines called Dreadnoughts. Walkers move like infantry so they can move up to 6" in the movement phase and then charge up to 6" in the assault phase if the enemy are within 6". Difficult terrain affects walkers just as it does infantry. Walkers moving into, out of or through difficult terrain have to roll 2D6 and use the highest result as the maximum distance they may move that turn.

Carrying Troops

Various vehicles can carry troops across the battlefield. The advantages of being able to move a squad rapidly from one area to another under the protection of armour plate is obvious. The danger is that troops will be wiped out aboard the transport if it is fired at before they disembark.

Disembarking

A unit that begins its movement phase inside a vehicle can get out either before or after the vehicle has moved. When the unit disembarks the models are deployed within 2" of the vehicle. If the vehicle has already moved then the infantry cannot move other than to deploy and they cannot disembark if the vehicle moved more than 12". If the vehicle has not yet moved the infantry may move as normal after disembarking, the vehicle can then move off separately at any speed.

Troops onboard a vehicle may not disembark in the assault phase.

Embarking

A unit can get inside a vehicle by moving to within 2" of it. The whole unit must be within 2" of the vehicle before it gets inside. If some models are out of range their compatriots will wait until they can mount up together. If the vehicle moved before its passengers got aboard then it may not move any further in the same turn. If the vehicle has not moved beforehand then it can move up to 12" as soon as the unit is on board.

An infantry unit can embark into a vehicle in their assault phase if it consolidates and moves to within 2" of the vehicle.

Troops Firing From Vehicles

Troops aboard vehicles can fire from firing slits, hatches or over the sides of the fighting compartment if the vehicle is open-topped. Normally only half of the models aboard a vehicle can fire from it because of the limited number of places to fire from. However all of the models aboard an open-topped vehicle can fire.

Troops firing from a vehicle count as moving if the vehicle moves and may not fire if the vehicle moves faster than 12".

Vehicle Shooting

Some vehicles, particularly battle tanks, carry a hefty arsenal of weapons. When a vehicle fires it uses its own BS characteristic (representing the BS of the crew) and shoots like other units — all its weapons must fire at a single target unit. Although vehicles can fire on the move their accuracy is severely impaired and their chances of identifying targets and hitting them drops to virtually nil. In game terms this is represented by limiting the number of weapons a moving vehicle can fire compared to a stationary one.

Vehicle Line of Sight

Line of sight for shooting is traced directly from the weapon mountings on the vehicle. Weapons mounted on vehicles often have a limited arc of fire and they may not fire on units that are outside their arc. Trace the actual line of fire from the weapon mounting on the vehicle to see if it will be blocked by terrain or other vehicles.

Moving and Shooting

If a vehicle does not move it can shoot all its weapons up to their maximum range. Rapid Fire weapons can shoot once up to 24", or twice up to 12", otherwise Heavy and Assault weapons shoot the number of times listed.

If a vehicle moves up to 6" it can shoot one weapon. This can be any weapon, including a weapon held by a driver or crew member, but it can only shoot one weapon. Rapid Fire weapons can shoot once at long range, twice at short range, otherwise Heavy and Assault weapons shoot the prerequisite number of times.

Note that the normal restrictions for infantry moving and shooting don't apply to weapons fitted to vehicles. So a heavy weapon mounted on a tank can still shoot even though the tank may have moved.

Vehicles that have moved more than 6" do not shoot at all.

Note that a twin-linked weapon counts as a single weapon for the purposes of shooting so it may be fired on the move.

Fast Vehicles. Fast vehicles manoeuvre more rapidly than ordinary tanks and other vehicles so they can fire weapons when they move faster. Fast vehicles moving up to 6" can fire all their weapons. Fast vehicles moving up to 12" can fire one weapon. Fast vehicles moving more than 12" may not fire any weapons at all.

Walkers. Walkers have sophisticated weapon systems that are fully integrated with their crew so they can engage targets on the move more easily than other vehicles. This means they can always fire two weapons (one from each side/arm) regardless of whether they've moved or not. Walkers who do not move can fire all their weapons.

Turning to Face. Turrets can be turned to face without it counting as movement. Vehicles can pivot on the spot as discussed above and as this is not considered to be movement it does not affect firing. Immobilised vehicles cannot pivot on the spot.

Vehicle Moving & Firing Summary

TypeStationaryUp to 6"Up to 12"Over 12"
NormalAll weapons1 weaponMay not fire—
FastAll weaponsAll weapons1 weaponMay not fire
WalkerAll weapons2 weapons——

Ordnance

Especially large weapons are called Ordnance. These weapons are so huge and powerful that they cannot be physically carried but must be mounted onto a vehicle or be built into the structure of a fortress. For the most part they are used by the heavily mechanised armies of the Imperial Guard. Space Marines have little use for such slow and cumbersome equipment, but their Whirlwind rocket launcher does fall into this category — although it is the lightest weapon that counts as Ordnance.

Ordnance Table

WeaponRangeStr.APType
Battle Cannon72"83Ordnance 1/Blast
Demolisher24"102Ordnance 1/Blast
Griffon Mortar12-48 Guess64Ordnance 1/Blast
Earthshaker120"93Ordnance 1/Blast
Whirlwind48" Guess54Ordnance 1/Blast

Make no mistake, ordnance weapons are huge. So big in fact that a vehicle cannot do anything else in the same turn that it fires its ordnance. It is therefore impossible to move and shoot with ordnance in the same turn, and it is impossible to shoot any other weapons from the vehicle if you shoot the ordnance even though the vehicle is stationary.

Example: If you shoot the Battle Cannon in a Leman Russ you cannot move and shoot the lascannon or side-armament sponsons in the same turn.

Rolling To Hit With Ordnance

All ordnance weapons use the large Blast marker — which is 5" in diameter. Place the marker over the target unit you want to shoot at. Next check that the target is within range and that the weapon has a line of fire to it. If the target is out of range or out of sight the shot will automatically miss. The ordnance Blast marker may not be shifted by the defender as with ordinary Blast markers; it has a chance of scattering of its own accord as noted below.

If the target is in range and can be seen the massive blast of an ordnance weapon means it's going to be very hard to miss. Nonetheless the shot may not land exactly where it was intended to. Roll the Scatter dice and a D6 to see where the shot lands. If the Scatter dice rolls a HIT symbol the shot lands on target. If an arrow is rolled the marker is shifted in the direction shown by the arrow the number of inches indicated on the D6.

Any models which end up under the Blast marker will be hit automatically. Roll a D6 for models that are partially under the marker: on a 1-3 they are unharmed, on a 4-6 they are hit by the full force of the blast. Vehicles will be hit regardless of whether they are fully or partially under the Blast marker.

Resolve ordnance hits with the Strength and Armour Piercing values on the Ordnance table.

Ordnance Barrages

Some pieces of ordnance are used for laying down a barrage in the same way as mortars (though on a much larger scale). With these pieces you need to guess the range and roll for scatter just like other barrage weapons.

Place the Blast marker for the ordnance at the distance guessed and then see if it landed on target by rolling a Scatter dice and a D6 together. If you roll a HIT on the Scatter dice the shot lands at the range guessed. If an arrow is rolled the marker is shifted in the direction indicated by the arrow a number of inches equal to the roll on the D6.

INCOMING! Ordnance Barrage Pinning. Ordnance barrages are even more terrifying than normal barrages — the ground shakes and heaves under the thunderous impacts, troops caught in the open are completely annihilated and those in cover are virtually buried alive by a furious rain of flaming death.

Units suffering casualties from an ordnance barrage must pass a Leadership test with the following modifier to avoid being pinned down:

-1 For coming under fire from an ordnance barrage.

If the unit fails it may not move, shoot or assault in the following turn. A unit that is pinned down does not have to take a Morale test if it sustains 25% casualties from enemy fire, the fact it is pinned overrides the Morale test. If assaulted by the enemy the unit will fight normally, ignoring the falling shells under the pressing circumstances of battle. At the end of the following turn the unit recovers and may act normally again.

Shooting At Vehicles

A vehicle is much harder to destroy than a creature of flesh and blood. Most fighting vehicles are heavily constructed from steel and tough alloys and their hulls are protected by thick armour plates, sloped or angled to deflect shots. Any hits that do penetrate may only cause slight damage or strike non-essential systems. In the case of lighter vehicles shots may simply pass straight through and out the other side without causing any damage at all! On the other hand vehicles carry a supply of fuel and ammunition that will blow them apart if they are hit, and however tough the vehicle is, its crew can always be stunned or disabled by hits made against its armoured hide.

Choosing a Vehicle as a Target

When you want to fire at a vehicle treat it like any other unit. One of your units can choose it as a target and must direct all of its shooting at it. Often this means that some of their weapons can't damage it, so assume that the other members of the squad are giving covering fire, bringing forward ammunition for heavy weapons or simply keeping their heads down!

Roll to hit against vehicles in the same way as against troops. Any hits scored must then be rolled again to see if they penetrate the vehicle's Armour Value in order to cause any damage as explained later.

Armour Penetration

Once a hit has been scored on a vehicle roll a D6 and add the weapon's Strength characteristic to it. Then compare the total against the vehicle's Armour Value.

  • If the total is less than the vehicle's Armour Value the shot bounces off.
  • If the total is equal to the vehicle's Armour Value the shot causes a 'glancing hit'.
  • If the total is greater than the vehicle's Armour Value the shot scores a penetrating hit.

Example: A lascannon shot hits the front of a Space Marine Predator that has an Armour Value of 13. Rolling a D6, the player scores a 4, and adds this to the lascannon's Strength of 9 for an Armour Penetration total of 13. This equals the Armour Value of the Predator and so inflicts a glancing hit.

Ordnance Weapons. Ordnance weapons fire such enormous projectiles that they can smash through armour or hit with such force that the target vehicle's crew are turned to mush. When you roll to penetrate a vehicle's armour with an ordnance weapon you get to roll two dice instead of one and pick the highest result.

Vehicle Armour Values

Armour Values are different for each type of vehicle. They represent not just the thickness of its armour but also how difficult a target it is because of its size and speed, how tough and numerous its crew are and so on.

Armour Values for individual vehicles also vary depending on whether the shot comes from the front, sides, or rear.

In the case of a barrage weapon the shot is assumed to come from where the Blast marker landed.

VehicleFrontSideRear
Land Raider141414
Leman Russ141210
Chimera121010
Rhino111110
Predator131110
Land Speeder101010
Dreadnought121210
War Buggy/Trak101010
Falcon Grav Tank121210
Wave Serpent141410
Vyper101010

Damage Rolls

If a vehicle's armour is breached make a Damage roll to see what happens. Roll a D6 and look up the result on the appropriate Damage table. Note there are separate tables for glancing, penetrating and ordnance hits.

Glancing Hit (S+D6 roll equals Armour Value)

D6Result
1-2Crew shaken — The vehicle may not shoot next turn. Embarked troops may disembark and the vehicle can still move.
3Crew stunned — The vehicle may not move or shoot next turn, embarked troops may not disembark.
4Immobilised — The vehicle may not move for the rest of the game. Skimmers that are immobilised crash and are destroyed.
5Armament destroyed — One of the vehicle's weapons (chosen by attacker) is destroyed.
6Vehicle destroyed! — The vehicle is wrecked, mark it with cotton wool smoke or remove it from play altogether.

Penetrating Hit (S+D6 roll beats Armour Value)

D6Result
1Crew stunned — The vehicle may not move or shoot next turn, embarked troops may not disembark.
2Immobilised — The vehicle may not move for the rest of the game. Skimmers that are immobilised crash and are destroyed.
3Armament destroyed — One of the vehicle's weapons (chosen by the attacker) is lost.
4Vehicle destroyed! — The vehicle is wrecked, mark with cotton wool smoke or remove from play altogether.
5Vehicle destroyed! — An explosion slews the wreck D6" in a direction determined by rolling the Scatter dice. On a roll of a HIT the wreck flips over onto its side or roof (whichever way it balances best, randomise if necessary). Models in the way leap aside automatically.
6Vehicle destroyed! — The vehicle's fuel and ammo detonate, scattering flaming debris over a D6" radius measured from the vehicle's edge. Models in range suffer 1 wound on a D6 roll of 4+ (saving throws are allowed), vehicles are unaffected.

Ordnance Hit (ordnance weapon beats Armour)

D6Result
1Crew stunned — The vehicle may not move or shoot next turn. Embarked troops may not disembark.
2Immobilised — The vehicle may not move for the rest of the game. Skimmers which are immobilised crash and are destroyed.
3Armament destroyed — One of the vehicle's weapons (chosen by the attacker) is destroyed.
4Vehicle destroyed! — The massive impact slews the wreck D6" in a direction determined by rolling the Scatter dice. On a roll of a HIT the wreck flips over onto its side or roof (whichever way it balances best, randomise if necessary). Models in the way leap aside automatically.
5Vehicle destroyed! — The vehicle's fuel and ammo detonate, scattering flaming debris over a D6" radius measured from the edges of the vehicle. Any models within range suffer 1 wound on a D6 roll of 4 or more (saving throws are allowed), vehicles are unaffected.
6Vehicle annihilated! — The vehicle is blown to pieces by the shot. Red hot fragments of armour, engine and weaponry are sent scything in a 6" radius measured from the edges of the vehicle. Any models within range suffer 1 wound on a roll of 4+ (saving throws are allowed), other vehicles are unaffected. Remove the destroyed vehicle model (only a smoking crater is left behind).

Damage Notes

Crew & Passengers: Vehicle drivers, gunners and other crew are automatically killed if their vehicle is destroyed. Troops embarked on a vehicle that is destroyed each suffer 1 wound on a D6 roll of 4 or more, but may take their Armour saving throws. Survivors are placed within 2" of the wreck. A vehicle annihilated by a 6 result on an Ordnance Penetrating hit will have no survivors.

Stun results: Crews stunned more than once only miss their next turn, don't add the stuns together. A Skimmer with stunned crew drifts D6" in a direction indicated by rolling the Scatter dice in its next movement phase (but stays facing the same way). A stunned Dreadnought can not fight in close combat for the following turn.

An immobilised vehicle may not turn in place and if it receives a second immobilised result, its turret and any sponson weapons are jammed pointing in the direction they last fired. Weapons jammed in place can only fire at units directly in their line of fire.

Open-Topped Vehicles

Some vehicles are more vulnerable to damage than others 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 Wartrak or War Buggy. Whenever a Damage roll (glancing or penetrating) is made against an open-topped vehicle add +1 to the Damage result.

Template and Blast marker weapons are particularly dangerous to open-topped vehicles because their crewmen, wheels, engines and other components are not protected against the flames and shrapnel. To represent this template and Blast marker weapons cause double the normal number of hits against light vehicles (ie two hits instead of one).

Skimmers Moving Fast

Moving skimmers are very difficult to hit squarely because they are more agile than other vehicles, and most shots are more likely to 'wing' them instead. To take account of this, any hits that would penetrate a skimmer that moved more than 6" in its movement phase count as glancing hits instead.

The Hull Down Rule

Vehicles do not gain benefits from cover in the same way as infantry. However, vehicles can move into protected positions and use terrain to mask their more vulnerable parts in the following way.

Any vehicle that is in or behind cover (eg a wall, the crest of a hill, a wrecked vehicle, woods or jungle, or something similarly substantial) is considered to be 'hull down'. A hull down vehicle is trying to keep itself out of the line of fire as much as possible, so it counts all penetrating hits as glancing hits instead.

Smoke Launchers

Some vehicles have small launchers mounted onto them that carry smoke charges (or a more sophisticated equivalent in the case of skimmers). These are fired off to temporarily hide the vehicle behind concealing clouds of smoke, and are most often used when it is moving in the open. Once per game, after completing its movement, a vehicle with smoke launchers can trigger them (it doesn't matter how far it moved). Place some cotton wool around the vehicle to show it is concealed by smoke.

The vehicle may not fire in the same turn as it used its smoke launchers, but any penetrating hits scored by the enemy in their next shooting phase count as glancing hits. After the enemy's turn the smoke disperses with no further effect.

Vehicle Units

Most vehicles fight as individual units and are represented as a single model. However, some vehicles like Ork Wartraks and Eldar Vypers operate in units of more than one vehicle rather like troops, usually with up to three vehicles in a unit.

Moving. When a unit of vehicles moves they all have to move at roughly the same speed, eg they all move up to 6" or they all move up to 12" etc. Once all the vehicles have moved they need to be within 2" of each other, just like ordinary troops. Only mobile vehicles stay together like this; if any of the vehicles in the unit are immobilised for any reason they can be ignored and left behind by the others in the unit.

Shooting. When shooting, a unit of vehicles fires all of its available weaponry at a single opposing unit. When a unit of vehicles is fired at any hits are distributed evenly amongst the vehicles, starting with the nearest vehicle model. No vehicle takes more than one hit until all of the vehicles in the unit have taken one hit each. Once the hits have been distributed roll to penetrate armour and make any damage rolls as appropriate.

Example: An Ork Trukk fires its big shoota at a squadron of two Vypers, and scores two hits. This is divided between the Vypers, one hit on each, rather than both hits on a single Vyper.

Vehicles in an Assault

Vehicles don't fight in close combat as such although they can be attacked by enemy troops. However, heavy vehicles like tanks can break through enemy positions, scattering units and possibly forcing them to fall back — this kind of attack is called Tank Shock and is described below. Dreadnoughts, giant humanoid walking machines designed to spearhead assaults, and other walkers fight in close combat the same way as troops do.

Skimmers. Skimmers can always choose to move over enemy troops and this neither impedes their movement nor harms the troops below. Enemy troops can attack skimmers in the assault phase, as close combat takes into account close range shooting and grenade lobbing as well as actual hand-to-hand combat. Skimmer tanks can still choose to overrun an enemy unit and inflict tank shock in the normal manner.

Tank Shock

Tanks can overrun enemy troops during their move phase. Having some monstrous metal behemoth coming straight at you is unnerving for anybody.

During their movement phase a player can declare that a tank is going to attempt to overrun an enemy unit. If the tank has sufficient movement to get into contact with the unit, the enemy must take a Morale check.

To use Tank Shock declare which enemy unit you are driving at with which of your vehicles, and how fast it is moving. Then measure to see if any models from the unit will be reached by the tank. If the tank reaches the unit take a Morale check.

If they fail the check the unit falls back 2D6" — individual models are allowed to be moved out of the path of the vehicle if they would otherwise end up underneath it. The unit can check to see if it is able to regroup in its own turn as normal — but troops will not be allowed to regroup if there is an enemy unit within 6" (such as the tank that forced them to fall back!).

If a unit is moved over by a tank and it passes its Morale check, individual models can be moved out of the way if they would end up underneath it, but otherwise the unit is unharmed. The troops are assumed to move out of the way and resume their positions as the tank passes.

Remember that vehicles cannot move over friendly troops, or over vehicles (or wrecks) from either side.

Death or Glory! If a unit passes its Morale check against Tank Shock any troopers from the unit can stand in the path of the vehicle and shoot at it, rather than move out of the way. This is potentially a rather suicidal thing to do! Each model nominated for this heroic duty gets one shot at the tank as it heads towards him. He hits automatically, resolve the hit against the tank's front armour immediately. Then, unless he has destroyed or stopped it, he gets crushed to death by the tank grinding over him — the model is killed regardless of wounds or armour (invulnerable or not!). A Crew Stunned result stops the enemy vehicle for the rest of the turn in this case, halting 1" in front of the unit.

Infantry Assaulting Vehicles

Infantry can pose a grave risk to vehicles if they get close enough. With the right weapons troopers can wreck a vehicle by shooting through vision slits, planting explosive charges on fuel tanks, tearing open hatches to attack crew members or committing some other equally imaginative act of mayhem.

As mentioned above vehicles don't take part in close fighting in the same way as units of troops. However, a squad of troops can assault a vehicle and attempt to destroy it. This works as follows.

Launching an Assault. A squad can assault a vehicle by moving 6" towards it, getting into contact in the same way as when assaulting enemy squads. Individual models must move into contact where possible and take the shortest route to reach the vehicle. This means that troops are not allowed to go round the sides or rear of the vehicle unless they start their assault at the sides or the rear.

Hits. Troops attack with the normal number of attacks: +1 if double armed or +1 because they are assaulting that turn. All attacks automatically hit a stationary vehicle. Vehicles moving 6" or less in their previous turn are hit on a 4+. Vehicles which moved faster than this are only hit on a 6. WS counts for nothing in this case! Skimmers can only ever be hit on a 6 regardless of whether they moved or not.

Damage. Penetration is worked out as normal (D6 + the Strength of the attacker). Note that this means few troops can actually harm vehicles as even the lightest vehicle has an Armour Value of 10.

Results. No results are counted for close combat against vehicles. The vehicle simply moves away as it wishes in its next turn, while the troops who mounted the assault are free to move, shoot etc normally. Thus assaults against vehicles are very easy to work out — just make your attacks and work out any damage.

Monstrous Creatures. Monstrous creatures are so big and powerful that they roll an extra D6 to penetrate vehicle armour, so their Armour Penetration value is equal to 2D6 + the Strength of the creature.

Melta Bombs. Specialist tank hunting troops are often equipped with melta bombs — fusion based thermic charges which can reduce a battletank to a burnt-out wreck in milliseconds. Troops armed with melta bombs can treat any of the hits they score in an assault on a vehicle as close range melta gun hits (Penetration S8 + 2D6). However, melta bombs need to be clamped in place before activating so each model using them makes only one attack and doesn't count bonus attacks for charging, extra hand weapons, etc. Melta bombs can be used in a Death or Glory attack against a tank attempting to overrun.

Krak grenades. Some troops are equipped with krak grenades, a special type of grenade designed to implode, shattering armour and (hopefully) stopping vehicles in their tracks. Troops equipped with krak grenades can use them to assault vehicles. Krak grenades give troops S6 for close combat hits scored against vehicles, making their Armour Penetration scores 6+D6. Krak grenades need both hands to trigger so models using them can only make a single attack and don't get bonus attacks for charging, additional hand weapons or anything else. Krak grenades can also be used to make a Death or Glory attack on an overrunning tank.

Dreadnoughts in an Assault

Dreadnoughts fight in an assault in the same way as infantry. Resolve any hits scored on Dreadnoughts by rolling for armour penetration and damage as for a vehicle. As with other vehicles, troops are not allowed to dash round the sides and go for the rear armour of the Dreadnought unless they start their assault from the sides or rear. Each Damage roll that is inflicted on a Dreadnought counts as a single wound for the purposes of working out who won the combat.

There is one very important difference about Dreadnoughts in an assault. Dreadnoughts never have to check morale, and so will never fall back in an assault. Even if the Dreadnought has lost, count the result as a drawn combat. The only way to win a close combat involving a Dreadnought is to destroy it!

Drawn Combats. In a drawn combat a Dreadnought can move up to 6" to attack unengaged models or turn to face its attackers if being assaulted from the side or rear. Any unengaged attackers can move in to surround a Dreadnought in order to attack its sides and rear (if there's room).

Multiple Combats. In multiple combats where there is a Dreadnought (or several Dreadnoughts) on one or both sides the infantry units have to check Morale if they lose as normal. In the event that any of the infantry falls back the Dreadnoughts remain in combat. As normal, winning units (including Dreadnoughts) can only advance or consolidate if all of the units fighting them fall back.

Dreadnought Close Combat Weapons. Dreadnoughts are often armed with enormous close combat weapons — hammers, wrecking balls, claws, etc. If a Dreadnought is armed with a close combat weapon it doubles its Strength in close combat (up to a maximum of 10) and ignores armour saving throws. In other words, for Dreadnoughts close combat weapons count as power fists, but it strikes according to its normal Initiative value instead of always striking last. A Dreadnought armed with two close combat weapons gains an extra Attack just like ordinary troopers armed with two weapons.

Immobilised Dreadnoughts in Close Combat. Immobilised Dreadnoughts can still fight back in an assault, but their number of attacks is reduced by 1 for each immobilised result they have received. Krak grenades and melta bombs are useless against a mobile Dreadnought but they can be used against Dreadnoughts if they are already stunned or immobilised at the start of the close combat.

Other Walkers in Assaults. Gun platform walkers such as Imperial Guard Sentinels and Eldar War Walkers can fight in close combat as Dreadnoughts. Unfortunately their low Strength and number of Attacks means they are simply not very good at it!

Vehicle Morale

Vehicles don't normally check morale for any reason, whether they are clanking great behemoths or arrow-quick attack craft. It is assumed that in all cases the vehicle's crew has unshakeable faith in both their vehicle and you as their supreme commander (as is often the case with vehicle crews). In special circumstances you might want to introduce special rules for inexperienced crews, tanks being driven off by penetrating or glancing hits and so on.

Jump Pack Troops

Some special troops wear devices that allow them to move at great speed across the battlefield. This makes them especially good at assaulting enemy troops but also allows them to make sweeping advances around the unguarded flanks and rear of enemy positions. These devices, normally only used by special troops, are generally called jump packs but they vary immensely from race to race. For example, Space Marine Assault troops and Ork Stormboyz use screaming jet turbines to provide the lift needed to move a fully armed warrior across a battlefield, while Eldar Swooping Hawk Aspect warriors soar aloft on raptor wings of light alloys powered by a silent gravitic motor. Jump pack troops also include more exotic types of warrior such as Eldar Warp Spiders who use teleport devices to achieve their mobility and Chaos Daemons who use their supernatural powers.

Whatever their type, jump pack troops fight in squads just like other troops. They check morale in the same circumstances as ordinary troops — enemy fire, losing an assault and tank shock.

Jump Pack Movement. Jump pack troops can move up to 12" during their movement phase. A unit of jump pack troops can charge 6" in the assault phase if it is within 6" of the enemy. In other words they move at twice the speed of troops on foot, but assault the normal distance.

As jump packers fly through the air they ignore the effects of terrain unless they move in it. Jump pack troops are affected by terrain differently to infantry because they won't be delayed by it — they will either land safely or not. If jump pack troops enter difficult terrain roll a D6 for each model in the unit. On a 2-6 the model lands without incident, on a 1 the model crashes into the trees, rocks or whatever and is removed as a casualty. No armour saves are allowed.

Jump Pack Troops Shooting. Jump pack troops can shoot with their weapons using their BS. All the normal rules apply so if the entire unit remains stationary they can use any rapid fire weapons they are carrying at full effect. Heavy weapons cannot be fired by moving jump packers, but may be fired if the unit is stationary.

Shooting At Jump Pack Troops. Jump pack troops can be fired upon as if they were infantry. Use the troops' Toughness to see if any hits cause wounds. Jump pack troops are allowed to take saving throws as normal.

Jump Pack Troops In Assaults. Jump pack troops fight in close combat just like other troops, using the troops' characteristics for WS, S, A and so on. Because of their great speed jump pack troops can advance 3D6" after an assault and fall back 3D6".

Cavalry

As well as squads of warriors fighting on foot, the armies of the 41st millennium include troops which ride into battle on horses, grunting Cyboars, daemonic steeds and other strange creatures. Such horse-sized creatures and their riders are referred to as cavalry. Troops may also ride into battle on bikes, trikes or similar vehicles, these are dealt with separately in a later section.

Cavalry fight in squads just like other troops with a 2" coherence distance. They check morale in the same circumstances as ordinary troops — enemy fire, losing an assault and tank shock.

Cavalry Movement. Cavalry can move up to 6" in their movement phase. A unit of cavalry can charge 12" in the assault phase if it is within 12" of the enemy. In other words they move at the same speed as troops on foot, but assault twice as far. Cavalry mounted on particularly exotic beasts might charge faster or slower than this, where this is the case it will be noted in their description.

Cavalry are affected by terrain in a different way to infantry, being likely to either plunge through it or fall prey to a mishap rather than be delayed. So if cavalry enter difficult terrain roll a D6 for each model. On a 2-6 the model rides through any hazards unscathed, on a 1 the model has a nasty accident (eg stumbles in a pothole, rides into a low branch) and is removed as a casualty. No armour saves are allowed.

Cavalry Shooting. Cavalry riders can choose to shoot their personal arms using their BS. All the normal rules apply so if the entire unit remains stationary they can use rapid fire weapons carried by the riders at full effect. Heavy weapons cannot be fired by moving cavalry, but may be fired if the unit is stationary (it can be imagined that the riders dismount to fire while they are halted).

Shooting at Cavalry. Cavalry are fired upon like infantry, use the rider's Toughness to see if hits cause wounds. They are also allowed to take saving throws as normal, although they can only take advantage of cover if they remained stationary during their previous movement phase.

Cavalry in an Assault. Cavalry fight in close combat just like other troops, using the rider's characteristics for WS, S, A and so on. Because of their great speed cavalry can advance up to 3D6" after an assault and fall back 3D6".

Bikes

Bikes are amongst the most numerous vehicles of the 41st millennium and are used by a multitude of races for a variety of purposes. The Space Marines use bikes for lightning assaults and reconnaissance missions and the Eldar use jetbikes powered by anti-gravitic motors for the same purpose.

All of these armies are renowned for their ferocious assaults and fast moving battlelines. Their bikes allow them to outmanoeuvre and overwhelm their foes at key positions. The Dark Angels Chapter of Space Marines has an entire company known as the Ravenwing, all mounted on bikes and similar light vehicles who are justly famous for their skill at handling their mounts.

Bikes are treated as troops rather than vehicles — albeit they are much faster than your average trooper. They share some rules in common with vehicles, but are best thought of as fast, mobile, extra-hard hitting troops. In almost all circumstances the bike rider's characteristics are used.

Bikes fight in squads just like other troops with a 2" coherence distance. They check morale in the same circumstances as ordinary troops — enemy fire, losing an assault and tank shock.

Bike Movement. Bikes can move up to 12" in their movement phase. A unit of bikes can charge 6" in the assault phase if it is within 6" of the enemy. In other words they move at twice the speed of troops on foot, but assault the same. Note that certain types of bikes are able to move much faster than this. Special values for these bikes will be included in the Codex army books where they are appropriate.

Bikers are affected by terrain like vehicles, but are put out of action if they become immobilised. If bikers enter difficult terrain roll a D6 for each model. On a 2-6 the biker steers skilfully through the hazards, on a 1 the biker hits a tree, rock or something else solid with tragic consequences and the model is removed as a casualty. No armour saves are allowed.

Bikers Shooting. Bike riders can choose to shoot either personal arms or bike-mounted weapons using their BS. If the entire unit remains stationary they can use rapid fire weapons carried by the riders at full effect. As weapons are firmly mounted with plentiful ammunition supplies, any weapons mounted on a bike can fire as if they were stationary even when the bike has moved. Hence any rapid fire weapons mounted on a bike always get two shots at targets up to 12" away or one shot at targets up to 24" away. Even heavy weapons can be fired by moving bikes.

Shooting at Bikes. Bikes have an equivalent Toughness and Armour to the troops riding them, but receive a Toughness bonus of +1. This reflects the protection offered by the bike's armoured bodywork. Bikers are allowed saving throws as normal, although they cannot take advantage of cover.

Bikes in an Assault. Bikes fight in close combat just like other troops, using the rider's characteristics for WS, S, A etc. In close combat the riders continue to gain the +1 Toughness bonus from their armoured mounts. Due to their great speed bikes can advance 3D6" after an assault and fall back 3D6".

Attack Bikes. Attack bikes carry two crew and usually mount a heavy weapon on a side car or similar arrangement. Attack bikes function in almost the same way as bikes but can fire two weapons in the shooting phase and have an improved save to account for their two crew. In close combat an attack bike is treated as a single trooper with two attacks.

Eldar Jet Bikes. The Eldar use bikes powered by anti-gravitic engines so that they can hover a few meters above the ground and make powered boosts over obstacles. This means that they combine the utility of bikes with the best aspects of skimmers. Jetbikes work like ordinary bikes but can pass over and ignore terrain when they are moving. Jetbikes which begin or end their move in difficult terrain must test to avoid crashing. Roll a D6. On a 1 they crash and burn. Other than this jetbikes shoot and fight in assaults just like other bikes.

Setting Up the Battle

When it comes to setting up your battlefield you might choose to recreate a situation you've seen on film, or have read about in a book. Alternatively you could invent a plot — an Imperial convoy is ambushed, Space Marines are despatched to investigate loss of communications with an outpost, Ork pirates assail a mining settlement... and so on!

The most straightforward kind of battle is a clash between two armies, both sweeping the sector to eliminate enemy forces. We call this a Cleanse mission — a battle where two forces of roughly equal size face off against each other.

You can arrange the scenery any way you like, changing the layout every time you play. A good way to lay out the scenery is for each player to position one feature at a time, or for one player to place the scenery whilst his opponent chooses which side his army will start on. It doesn't much matter how you set up your battlefield — but try to make sure the layout is reasonably balanced and doesn't favour one side.

The Armies

Have armies of roughly equal size and ability, so that the battle will be a fair contest. Warhammer 40,000 army lists present players with a means of calculating the relative value of their forces, but to start with just make sure that both forces are of roughly equal size. You can always swap sides and play again later.

Deployment

Once the battlefield is laid out it is time to deploy the armies. Setting the armies up ready for battle is called deployment. How you arrange your forces is important because tactics are determined by where your troops start from, and may well decide which side wins or loses. It is important that one player does not gain an unfair advantage by watching his opponent deploy, enabling him to set up his troops in the most advantageous positions. In reality generals must make their plans and stick to them, and rarely have the opportunity to change their mind once a battle has begun.

In a 'pitched battle' the armies are deployed in opposing table quarters. Each player rolls a dice and the player who rolls the highest score places one of his units in his table quarter. Once the first player has deployed a unit his opponent deploys one of his in the opposite table quarter. To ensure that the two sides do not start too close together the opposing unit may not be deployed within 18" of the unit already in place.

The players continue taking turns to position their units until all the units have been deployed. If one player has significantly more units than his opponent it's a good idea for him to deploy first, as this will help to even things up. In any case, once one army is entirely deployed any remaining units can be positioned on the other side and the game is ready to begin!

It is easy to vary the way the armies set up, allowing some troops to deploy at the table sides, or others to begin in the centre of the battlefield. Similarly, some forces can be kept off the table altogether and introduced as 'reserves' at a later stage of the game.

Battles Book

We've established how to go about moving and fighting with our forces in the Rules Book. In the Battles Book we're going to take a look at how to set up a battle between two opposing armies and fight it out using those rules. This includes creating the battlefield by placing terrain and scenic pieces on it, choosing armies to fight with (this also links in with the Armies Book later), different missions to attempt and victory conditions so you can work out who's won when the dust settles.

Choosing Forces

A battle can be as big or as small as you like — from a simple skirmish up to a full-blown slaughterfest. You can play with all of the forces you have available or choose equally matched forces to ensure that neither side has an unfair advantage. To help in picking equally matched forces we have assigned values to units of troops, tanks, heroes and weapons in the theoretical and universal coinage of 'points'. These points values are detailed in the army lists for different races in the Armies Book. The army lists also include information on how many troops are included in each unit, what weapons they are armed with, and so on.

Most Warhammer 40,000 players use these army lists to organise and collect their forces as well as field them in battles. For a battle it is common practice for players to organise armies around an agreed points total of either 1,000, 1,500 or 2,000 points. As a guideline, a battle between two 1,000 point armies will take two to three hours to play, making it eminently suitable for an evening's or afternoon's gaming. A battle between two 1,500 point armies will last for most of a day, and larger games are best tackled with an eye to them taking a day and evening or a couple of days over a weekend to complete.

A word of advice is to start out with fairly small games until you have picked up the rules — it's better to start a small battle and finish it than start a mega-thrunge and have to abandon it halfway through. As you gain experience you will find the time it takes to complete a game will decrease and larger and larger battles become more manageable.

Scenarios

The most simple and straightforward battle is where two sides line up on opposing sides of the table and battle commences, last man standing is the winner. This is the ideal kind of fight for seeing who's got the toughest army and can slug it out for longest.

However, in the 41st millennium warriors and war machines fight in all kinds of circumstances. Roving patrols clash in disputed territory, recce units try to penetrate their enemy's battle line, assault forces try to overrun defensive positions or two commanders unleash their armies in a straightforward attempt to cleanse the battlefield of their hated foes.

This is where scenarios come in. They give details of different sorts of game you can play and are used in combination with the army lists to select appropriate forces. When you arrange a game you can decide which kind of scenario to fight so that you can choose your army beforehand.

The Battlefield

In order to fight a battle you will need somewhere to set up your battlefield — a flat, stable area unlikely to be ravaged by natural disasters like The Feet of Doom or the equally terrifying Household Pet Monster. Some people make do with a smooth bit of floor (although this is likely to fall prey to The Feet), but most use a largish kitchen or dining table (suitably protected by a cloth or blanket). By far the best option, if it's available, is to fight over a gaming board made up of sheets of chipboard, plywood or MDF laid over another table. Typically the battlefield should be between 6 to 8 feet long (around 1.8 metres to 2.4 metres) and 4 to 6 feet broad (1.2 to 1.8 metres). You can play on a smaller area quite easily, but you'll need to keep the forces fighting proportionately smaller to ensure that you've got some room to manoeuvre.

Terrain

So you've got your battlefield, but it's flat, featureless and devoid of life. While this might be appropriate if you're fighting over a starship landing field or deserted salt flats, it makes for a rather dull battle. Terrain is an important feature on all battlefields. A good commander will use the terrain to his best advantage, blocking the enemy's lines of fire, getting his heavy weapons into good firing positions and concealing his troops until they are ready to strike. Troops on the ground need cover and concealment if they are to survive against the deadly weaponry of the 41st millennium. A very large terrain piece can become the focal point of a battle, such as a bridge that must be taken or a refinery that must be destroyed.

Placing Terrain on the Battlefield

There are many ways to set up terrain, and any method is perfectly acceptable as long as it creates a fair battlefield. The missions all advise you to set up the terrain in a mutually agreeable manner, and any of the following methods would suffice. Remember that the purpose of setting up terrain is to provide an entertaining and interesting battlefield, not to impede movement or lines of fire so much that it becomes almost impossible to actually fight the enemy. If a piece of scenery is going to be a major feature of the battle, such as a wide sulphurous river which cannot be crossed, then you need to OK this with your opponent. This sort of battlefield is perfectly fine, and might make for an enjoyable game, but you and your opponent would have to agree it beforehand. Here are some methods you might employ when setting up your battlefield.

Setting up terrain — method 1. One of the players positions all the terrain on the table. Once he has positioned the terrain his opponent can then pick which board edge to deploy from. Many of the scenarios require you to roll off for choice of table edges, but if one player has set up the terrain then it is only fair that his opponent then chooses which board edge to deploy from, as this avoids the player who set up the terrain getting an unfair advantage. This is a good method if you are playing a game at one player's house, as he can set up the terrain before his opponent arrives, allowing you to get straight on with the battle.

Setting up terrain — method 2. The players choose, or roll for, a half of the table each. They then place all the terrain in that half of the table. This is done purely by choice. Once both players are happy with the position of the terrain they roll a dice — the player with the highest score chooses his deployment zone as indicated in the mission.

Setting up terrain — method 3. The historical refight. In some scenarios you are actually re-fighting a historical battle. In this case it is likely that the battlefield will already be mapped out for you. For a historical refight all you need to do is use your own collection of terrain to represent the historical battlefield as closely as possible.

Setting up terrain — method 4. Divide the table into 24" (about 60cm) square areas. Roll a D3 for each area, this is how many pieces of terrain will be placed in that area. Roll 2D6 on a random terrain generator (see below) for each piece of terrain in each area and position that piece of terrain anywhere within the area. If you want, you may place terrain pieces on top of each other to create, for example, a hill with a wood on top of it.

Random Terrain Generators

We've included some sample terrain generators over the following pages, but it's easy enough to come up with your own customised one which includes all the terrain in your own collection. The terrain generators we've provided are really intended to be a source of inspiration — the galaxy is full of all kinds of different worlds and the following terrain generators are just a small sample of what you could do.

Random terrain generators aren't just useful for setting up games. Some gamers use them as a rough guide to focus their terrain collection, building up model forests of ice crystals, crevasses and glaciers to make up battlefields on an ice world, for example.

On the other hand, you might decide to make the terrain generator fit the collection you already have. Simply write down all the pieces of terrain you have, assign numbers to them and you have your own customised terrain generator!

Different Worlds. In the 41st millennium there are thousands of worlds where battles rage. These vary enormously in climate and geography and in the vastness of the galaxy almost anything is possible. The following pages have random terrain generators for a few possibilities, but they are really just that. If you can think of other things to add to them then do it! You might also want to try modelling terrain for something very different like:

  • A World at War: where battles have raged for generations and all that is left are shattered ruins, trenchworks, craters, bunkers and wrecked war machines.
  • A Hive World: with densely packed towers and walkways, silos and hab-zones. Among the buildings lie lakes of toxic goo and quicksand-like dust pools.
  • A World of Volcanoes: with rivers and lakes of lava, and twisted spires of black rock.
  • A Mountainous World: with precipitous crags and sheer cliffs, rope bridges, towering spires and dense pine forests.

Ash Wastes Terrain Generator (roll 2D6)

Polluted by thousands of years of intense industry the surface of many hive worlds has become a toxic wasteland of chemicals and ash.

Toxic River. Toxic rivers are very dangerous and are impassable to all infantry, cavalry, bikes and vehicles. A toxic river must be placed so that it flows onto the battlefield from one table edge and out from another. It cannot spring from nowhere and cannot simply end. A toxic river cannot extend over half the length of the games table unless your opponent agrees that it may do so. A toxic river cannot be crossed except at a bridge. However, skimmer vehicles and jump pack equipped troops can cross the river as long as they do not end their movement in it. A toxic river must include at least one crossing point somewhere along its length. If the river extends over half the table length then it must include at least two crossing points.

Sludge Stream or Canal. A sludge stream counts as difficult ground for infantry, cavalry and bikes, though the banks of the stream or canal may provide cover. Sludge streams or canals must be positioned as for a toxic river above, with the same crossing point requirements. Sludge does not count as difficult ground for vehicles.

Sludge Beds. An area of thick sludge-covered ground no larger than 9" by 9". The sludge counts as difficult ground to infantry, bikes and cavalry, but is flat and so provides no cover. Vehicles are not affected by sludge.

Detritus. An area of detritus will include barrels, piles of junk, wrecked vehicles, pipes, spare tyres, crates and suchlike. They provide cover for troops hiding amongst them, but do not impede movement. Bikes, cavalry and vehicles count detritus as difficult ground. An area of detritus must be no larger than 12" by 12".

Ash Dunes. Two to three small hills formed by wind-blown ash. Moving over the soft dunes counts as difficult ground.

Craters. Craters provide cover for infantry inside them and do not impede movement. Very large craters might provide cover for vehicles but would count as difficult ground.

Chem Wastes. An area of toxic or acidic chemicals no larger than 9" by 9". Moving through the chemicals is hazardous, so roll a D6 for each model that enters the area. On a roll of 1, infantry, cavalry or bike models take a Strength 4 hit, armour saves can be taken as normal. Vehicles that roll a 1 become immobilised as if they had moved into difficult ground (the tyres or tracks melt!).

Rocks. An area of rock-strewn ground no larger than 12" by 12". Rocks provide cover for infantry and count as difficult ground for all units. Very large rocks will be impassable to vehicles.

Old Ruins. An abandoned building or a group of several buildings (one to four is enough). These buildings could once have been anything from a shanty town to a prison block or a temple. The ruins may have up to 12" of adjoining dilapidated walls or fences.

Mine. A working or disused mine with strophead, transport tubes or rails and so on. Two to four buildings should be sufficient. The mine may have up to 12" of adjoining walls or fences.

Settlement. A complex of buildings (two to four is enough). Buildings provide excellent cover for infantry and if large enough may also provide cover for vehicles. The settlement may have up to 12" of adjoining walls or fences.

Agri-World Terrain Generator (roll 2D6)

Many planets are little more than farming worlds where most of the surface is given over to the production of food. This produce is shipped out to feed the billions of inhabitants of the teeming hive worlds of the Imperium.

A Deep River or Lake. Choose either a deep river or a lake. A river must be placed so that it flows onto the battlefield from one table edge and out from another side. It cannot spring out from nowhere and cannot simply end. A river cannot extend over half the length of the games table unless your opponent agrees that it may do so. A deep river cannot be crossed by vehicles except at a bridge or ford. Troops treat it as very difficult terrain so they roll 1D6 for their movement distance across it. Skimming vehicles and jump pack equipped troops can cross the river as long as they do not end their movement in it. A deep river must include at least one crossing point. If the river extends over half the table length then it must include at least two crossing points. A lake should not be larger than 12" square and has the same terrain effects as a deep river.

Shallow River, Stream or Irrigation Canal. Choose either a shallow river (which counts as difficult terrain), a stream or canal. Rivers, streams and canals must be positioned as for a deep river or lake above, with the same crossing point requirements.

Crop Field. A field of tall crops, which can be surrounded by a hedge or fence. Troops and vehicles moving through a crop field are subject to the difficult terrain rules. Troops inside the field count as in cover (6+ save) because it is difficult to see them. Vehicles do not count as in cover. A crop field can be of almost any size (some cover entire continents!), but 6" to 12" square is a fairly good size to use.

Detritus. An area of detritus will include barrels, piles of junk, parts from wrecked vehicles, pipes, old ammo crates, discarded machinery and so forth. They are good cover for units hiding amongst them, but do not impede infantry movement. Bikes, cavalry and vehicles count detritus as difficult ground. Detritus should cover an area of 6" to 12" in diameter.

A Wood or Plantation. Woods or plantations are difficult to move through and count as difficult ground. However, units inside a wood or plantation will count as in cover. A plantation is a wood with the trees planted in straight lines, or it might be made up of more exotic plants or giant alien fungi. A wood or plantation can be of almost any size, but 6" to 9" square is a fairly good size to use.

A Hill or a Wood/Plantation. Choose either a wood/plantation or a hill to place on the battlefield.

A Hill. Hills do not usually affect movement, but they provide excellent firing positions for heavy weapons and ordnance.

A Steep Hill. A steep hill is difficult to move over (it counts as difficult ground), and may have cliffs on one side making it impossible to move over except by jump packs or skimmer vehicles.

Walls, Pipelines or Fences. Place up to 12" of continuous walls, fences, ditches, pipelines or any other linear obstacle. Obstacles can be crossed, but infantry are likely to be slowed down by them so treat them as moving through difficult terrain. Likewise, cavalry treat obstacles as difficult terrain. Whether bikes and vehicles can cross or break through them depends on the obstacle used. Most obstacles make excellent defensive positions and will provide cover, but some, like chain link fences for example, will not offer much protection though they are still difficult to cross.

A Structure. A single building. This could be anything from a small wooden hut to a water tower, grain silo, tall apartment block or shrine. The structure might be ruined, and may have up to 6" of adjoining walls, pipelines or fences.

A Farm Complex. A group of several buildings (two to four is enough). The complex may have up to 12" of adjoining walls, pipelines or fences.

Ice World Terrain Generator (roll 2D6)

Most planets have a polar ice cap, but some are so far from their sun that they are locked in a permanent ice age. With a bit of imagination this chart can be used for desert worlds by swapping snow for sand.

Glacier. An extremely slowly moving river of ice, rent with deep crevasses. A glacier must be placed so that it flows onto the battlefield from one table edge and out from another side. It cannot spring out from nowhere and cannot simply end. A glacier cannot extend over half the length of the games table unless your opponent agrees that it may do so. A glacier will be covered in cracks and fissures and so counts as difficult ground and gives cover to infantry. In addition, a glacier can include up to D6 crevasses and D6 hidden crevasses (see below) along its surface.

Frozen Lake. A frozen lake could be a thick crust of ice over a body of water or it could be frozen nitrogen, methane or some other exotic substance. A frozen lake counts as open ground to infantry, bikes and cavalry, but difficult ground to vehicles, including walkers. If a vehicle becomes immobilised in a frozen lake roll a D6 at the start of each of its turns. On a 1 the vehicle falls through the ice and is destroyed.

Hidden Crevasse. The ice sheet is rent by a huge gash which has been covered over by newly fallen snow, making it almost invisible. The crevasse can be 6" to 18" long and 1" to 6" wide. The crevasse counts as difficult terrain and in addition you must roll a D6 for every model crossing it. On a roll of 1 they fall through the thin snow covering and are lost forever.

Crevasse. The ice sheet is rent by a huge opening of unfathomable depth. The crevasse can be 6" to 18" long and 1" to 6" wide. The crevasse counts as impassable terrain.

Hill or Forest. Choose a hill or forest to place. A hill will count as difficult terrain due to the vast snow drifts which accumulate around it.

Hill. As mentioned above, a hill will count as difficult terrain.

Forest. A forest of exceedingly hardy (probably coniferous type) trees. Alternatively, you could represent the same thing with an area of giant ice crystals or something similar. The forest should be around 6" to 12" in diameter.

Blizzard. Whilst a blizzard is not really a terrain feature, it is a feature of fighting on ice worlds (just as sandstorms are a feature of fighting on desert worlds). You could either have the blizzard affect the entire tabletop or advance on from a random table edge at 12" per turn. All movement in a blizzard counts as being in difficult terrain. Accurate firing is limited to a range of 12", beyond this 6s are needed to hit regardless of the firer's Ballistic Skill.

Refinery. A small complex of one to three buildings, preferably with interconnecting bridges or gantries. The refinery might be wrecked, and may have up to 6" of adjoining walls, pipelines or fences.

Research Station. A group of several buildings (two to four is enough). The complex may have up to 12" of adjoining walls, pipelines or fences.

City Entrance. A single large structure which protects the entrance to an underground city. Such entrances are often at the centre of a complex of defensive bunkers and towers.

Death World Terrain Generator (roll 2D6)

Death worlds are among the most dangerous planets in the galaxy. Death worlds vary a great deal, from jungles filled with voracious and homicidal wildlife to barren, rock-strewn wildernesses tortured by volcanoes, meteor strikes or ion storms. This is an example of a terrain generator for a jungle death world.

Marshes. Death world marshes are insanely dangerous and count as difficult terrain to all units. In addition, roll a D6 for any model which enters a marsh. On a roll of 1 it is drowned, sunk, eaten, corroded or otherwise done away with. Marshes should cover an area about 12" in diameter.

Boiling Mud / Tar Pits. An area of bubbling, volcanically heated mud or tar. This counts as very difficult ground (only roll 1D6 to see how far units can move through them), but they do provide cover. Vehicles will be immobilised automatically if they move into a mud or tar pit. In addition, make an armour saving throw for every model still in the pits at the end of their move. Models which fail their save are broiled alive. The mud/tar pits can be up to 12" square.

Crumble Rock. Crumble rock looks solid, but disintegrates on contact. It counts as difficult terrain to all units and provides no cover. An area of crumble rock will be 6" to 12" square.

Thermotropic Vines. Thermotropic vines are plants which are attracted to heat sources — like creatures and vehicles. They grow extremely quickly and will smother anything which stays still for long enough. Thermotropic vines count as difficult ground to anything crossing them, but they do provide cover. If a unit ends its movement in an area of thermotropic vines it will suffer a single Strength 5 hit on a D6 roll of 4 or more. Armour saves may be taken as normal and hits on vehicles are resolved against their rear armour value. Thermotropic vines will cover an area no more than 6" square.

Spitting Cactus/Strangle Vines. Treat this as an area of jungle, but any time that a unit is moving through it and rolls a double for its movement distance the unit is attacked. The unit suffers D6 hits due to cacti spitting poisoned needles at them, vines whipping around troopers' necks and all sorts of other nastiness. Make armour saves for each model hit. Vehicles are unaffected, but have the usual chances of getting immobilised.

Venus Mantrap. Venus mantrap is a catch-all name used for a variety of carnivorous, sessile plant forms which are capable of capturing and consuming human sized (or larger) creatures. Mark the location of the venus mantrap with a counter, coin or small terrain piece. Any unit which moves within 6" of a venus mantrap will suffer D6 Strength 4 hits, with no armour piercing value. Even vehicles will be attacked, resolve the attacks against the armour facing the mantrap. The venus mantrap will be impossible to attack back as it is mostly underground and very well concealed.

Carnivore Lair. This could be a cave, something lurking in the trees or some kind of alien trapdoor spider. If a unit moves within 6" of the carnivore lair one model will be attacked and swallowed whole on a D6 roll of 4 or more, no armour save. The carnivore lair may not be attacked.

Jungle. An area of jungle is notoriously difficult to move through so it will count as difficult ground. Units in the jungle will count as in cover. A jungle can be of almost any size, but 6" to 12" square is a fairly good size to use.

Jungle or Hill. Choose either a jungle or a hill to place on the battlefield.

A Hill. Place a hill on the battlefield. This will not affect movement or provide cover, but it will give a better firing position to whoever holds it.

Overgrown Settlement. A settlement which has been overrun by the death world's deadly denizens. It will comprise a group of several buildings (two to four is enough) and may have up to 12" of adjoining walls or fences. All movement within the settlement counts as being in difficult terrain.

Choosing a Scenario & Mission

We have created four scenario types for Warhammer 40,000: Standard Missions, Battles, Raids and Breakthroughs. Each of these scenario types breaks down into a number of different missions: five in the case of the Standard Missions and three for all of the others. For example, the Battles scenario includes a Take and Hold mission, a Meat Grinder mission and a Bunker Assault mission. To start with we'd advise sticking to the Standard Missions. This is because the Battle, Raid and Breakthrough scenarios are quite challenging even for experienced gamers, and introduce extra rules to cover things like fortifications and preliminary bombardments.

The scenario to be played is chosen beforehand by mutual agreement, as is who will be the attacker and who will be the defender where this is appropriate for the scenario (this only applies to Battles, Raids and Breakthroughs). If you cannot agree on what scenario to play, or who will be the attacker and defender, then roll a dice for it, toss a coin, arm wrestle or whatever. Alternatively, you can use our cunning strategy rating system...

Strategy Ratings

Some armies have much better military organisation than others, their commanders may be more skilled in strategy and tactics, or be aided by powerful psykers. Other armies may be undisciplined or simply too large and unwieldy to react quickly. To represent these differences, all the armies have a strategy rating to determine how fast they can react to enemy attacks or mount operations of their own. If you wish, you and your opponent may use your armies' strategy ratings to determine which of the scenarios to play.

Both players roll a number of dice equal to their army's strategy rating, choosing the dice with the highest score if their army has a strategy rating of more than 1. The player that scores the highest gets to choose the scenario category. You can also use this method to decide who will attack and who will defend if you like, or simply say that the player who chose the scenario is always the attacker.

The Strategy Ratings table gives a number of D6 for each army: Space Marines, Craftworld Eldar, Dark Eldar, Chaos Space Marines, Sisters of Battle, Imperial Guard, Tyranids and Orks. Craftworld Eldar have a strategy rating of 3, Chaos Space Marines 2, and Imperial Guard and Orks 1.

Choosing a Mission

You should not know exactly which mission you will be playing when you pick your force. To choose the mission, roll a D6 on the mission table at the start of the appropriate scenario section. Make the roll after you have set up the terrain, but before you begin deploying your forces. If you and your opponent agree, you can simply choose a mission instead.

Summary

  1. Choose scenario (use strategy rating if desired).
  2. Decide who will be attacker and who will be defender (use strategy rating if desired).
  3. Choose your army, using the force organisation of the chosen scenario.
  4. Randomly determine a mission to play by rolling on the appropriate scenario mission table.
  5. Get fighting!

Force Organisation

As mentioned earlier, forces are chosen by both players picking units from their army list up to a maximum points value decided beforehand. If both you and your opponent wish, you can simply choose your forces without restriction. However, this can lead to both sides simply going for the biggest guns and toughest troops without taking anything which really shows what the army should be like — imagine an Ork force with no Orks in it for example, just Dreadnoughts and warbikes. While this might be appropriate for a very special one-off mission, it isn't representative of the army in general. For this reason, different missions have what are called force organisation charts. These give you flexibility in choosing your units, but ensure that the army keeps its distinctive character. Whether or not to use the force organisations given or make up your own, is up to you to decide, but we recommend you use them unless you are inventing a special mission of your own.

Using Force Organisation Charts

Before selecting an army you should refer to the force organisation chart for the scenario you are going to play. There is a different chart for Standard Missions, Battles, Raids and Breakthroughs.

The chart limits what forces are available to you. There are five categories of troop types in every army list. They are: HQ, Elites, Troops, Fast Attack and Heavy Support. One box on the chart allows you to make one choice from the equivalent section of your army list.

Dark boxes are required troop types. You must make a selection from the appropriate army list section for each dark box on the force organisation chart.

Standard Missions force organisation. Compulsory: 1 HQ, 2 Troops. Optional: 1 more HQ, 4 more Troops, 3 Elites, 3 Fast Attack, 3 Heavy Support.

The force organisation here shows that for this mission you must take at least 1 choice from the HQ section of your army list and 2 choices from the Troops section. On top of this you can take up to 1 more HQ choice, 4 more Troops, 3 Fast Attack, 3 Heavy Support and 3 Elites.

For the most part, one box on the organisation chart is the equivalent of one unit or vehicle, but sometimes the army list will allow you to buy more than one unit for each choice. It may be that 1 Fast Attack option actually allows you to buy a squadron of 1 to 3 Attack Bikes, or in the case of the Imperial Guard, 1 choice allows you to buy a platoon consisting of more than one unit, but this still counts as one Troops choice from your army organisation.

Very Large Games

If you're playing a large game it's helpful to understand what the force organisation charts represent. Basically the charts allow you to organise a force based on a military formation called a detachment. A detachment is a collection of units that move and fight together on the battlefield, and is the smallest formation that can be used to carry out a mission. During a campaign all the units in an army will be organised into detachments, and will tend to carry on operating in the same detachments throughout the campaign.

For example, a Space Marine company consists of over 100 Space Marines split into 10 squads, backed up by a large number of ancillary vehicles like Rhinos, Land Raiders, Predators and land speeders. Using the company as a single force would create a huge and unwieldy formation, while ordering the squads and vehicles around on their own would be a nightmare for the company commander. Because of this, at the start of a campaign each company will be split into two or more detachments, and it is these that will be used to perform all the duties that the company is called upon to perform.

Carrying on the example above, if the Space Marines were called upon to carry out a mission they might assign a single detachment to carry it out. This would be the equivalent of playing a small game of up to about 1,500-2,000 points. For a larger mission the company might assign two or more of their detachments. This would be the equivalent of playing a higher points value game with each player being allowed to field two or more 'armies' in the same game.

So if you're playing a very big game of more than 2,000 points a side you can simply field two or more 'armies' on each side, with a separate organisation chart for each army. This is especially useful for very numerous armies like Imperial Guard or Orks which will struggle to field enough units to use all their points using a single force organisation chart.

Alternatively, you could simply double up the number of boxes available on the force organisation chart for each side, or mutually agree to increase them by a set number. There should usually be a ratio of two to three Troops boxes to each extra HQ, Elites, Fast Attack and Heavy Support box. If you want to get really wacky you could even roll for each category, adding D6-3 boxes, or a D3 to each one.

Scenario Special Rules

In some missions extra rules are used to cover circumstances which will only crop up in particular situations. These include reserve forces being brought into play, sentries, minefields, Deep Strike units and many more. All these special rules are described in full below.

With the single exception of Infiltrators, all scenario special rules are the same each time they are used. A general description of Infiltrators is included below, but the specific rules which apply to them in each battle can be found in the Set-up section of the relevant mission.

The scenario special rules are: Deep Strike, Fortifications, Hidden Set-up, Infiltrators, Night Fighting, Obstacles, Preliminary Bombardment, Random Game Length, Reserves, Sentries, Sustained Attack and Victory Points.

Deep Strike

If either side has any Deep Strike troops in reserve, then when they become available they may deploy anywhere on the table. This can be by teleporting, flying troops swooping down from the skies, creatures being summoned from the warp, tunnellers emerging from underground, or any other means of extraordinary movement.

To deploy Deep Strike units, choose a point anywhere on the board and place the centre of the Ordnance blast marker there. Roll a Scatter dice. On a 'hit' the marker is on target, on an arrow the marker is off target — move it 2D6" in the direction shown. Once the final position of the marker has been established, place all the Deep Striking models on top of it, facing in any direction. Deep Strike troops may not move or assault on the turn that they arrive, but they may fire as normal (though they count as having moved and so may not fire heavy weapons, etc).

If you roll a double 1 the squad has been lost — victims of a terrible accident, lost in the warp, shot down by enemy fire or crushed underground.

If the marker misses the table then the Deep Strike troops are not available for the rest of the battle.

Fortifications

In some scenarios the defender may set up fortifications. All fortifications must be represented on the board by a suitable model. There are many forms of fortifications, but broadly they represent cover for the defender. Sandbagged positions, trenches, redoubts, makeshift barricades and fortress walls all count as fortifications. The defender may set up as many fortifications as he likes and the scenario set up rules explain where these fortifications can be placed — usually in the defender's deployment zone.

A model in fortifications receives a cover saving throw of 4+, see the Rules Book for more information on cover saving throws.

In addition to cover there is a special type of fortification called bunkers.

Bunkers

Bunkers are treated exactly like an immobile vehicle with an Armour Value of 13 all round when shot at or assaulted. Troops inside a bunker may shoot as if they were being transported in a vehicle, ie half of them may fire and they may not be targeted separately. However, troops on top of the bunker do count as a separate target from the bunker although they will usually be able to hide behind a wall or parapet (getting a 4+ cover save).

Bunker Glancing Hits (S+D6 roll equals Armour Value)

D6Result
1-2Occupants Shaken. The occupants of the bunker are shaken by the explosion. Troops in and on the bunker may not fire next turn, but they may still move.
3-4Occupants Stunned. Troops in and on the bunker may not move or fire next turn.
5Damage. The bunker is damaged. Add +1 to all future rolls on the bunker damage tables. This +1 is cumulative, so another 'Damage' result would mean +2 on the next roll.
6Collapse. The bunker comes crashing down. Anyone in or on the bunker takes a wound on a roll of 4 or more. They may attempt an armour save to avoid damage. Survivors are placed up to 2" away from the ruined bunker.

Bunker Penetrating Hits (S+D6 roll beats Armour Value)

D6Result
1-2Occupants Stunned. Troops in and on the bunker may not move or fire next turn.
3-4Damage. The bunker is damaged. Add +1 to all future rolls on the bunker damage tables. This +1 is cumulative, so another 'Damage' result would mean +2 on the next roll.
5-6Collapse. The bunker comes crashing down. Anyone in or on the bunker takes a wound on a roll of 4 or more. They may attempt an armour save to avoid damage. Survivors are placed up to 2" away from the ruined bunker.

Flamers Against Bunkers. Flamers may be fired against models on the roof or against the bunker itself. Resolve the flamer attack as normal versus models on the roof. If the bunker is chosen as a target the flamer does not need to roll to penetrate a bunker, instead every model inside it is hit by the attack. Roll to wound and make armour saves as normal. The bunker itself will be unaffected by a flamer attack.

Hidden Set-up

In some scenarios, forces have had time to conceal their troops and prepare booby traps and minefields to delay the enemy. When using Hidden Set-up you will need a hidden set-up marker for every unit in your force (including those in reserve or not starting on the tabletop for some other reason).

When forces are deployed on the table the defender places hidden set-up markers instead of models. A marker may be placed on any terrain, as long as it can be moved over by the model it is representing, and is in the defender's normal deployment zone.

Each marker needs to be numbered so that you can note down which number corresponds to which unit — if you don't have any numbered markers simply make your own by tearing off some pieces of scrap paper and numbering them. Alternatively, the defender can draw a map of the tabletop and mark the location of each of his units on it.

Hidden Vehicles. Vehicles must be hidden in appropriate terrain features. It is not possible to disguise a Leman Russ battle tank on an open plain, but it could be hidden at the edge of a wood, behind a building or behind a hill. Vehicles must be hidden behind or in a terrain feature which could conceivably hide the model. Because people's terrain varies so much it is impossible to give an exhaustive list, so apply common sense. Obviously, it's much easier to hide a buggy than a tank.

Revealing Hidden Troops. Once the defender has placed all his hidden set-up markers the attacker then deploys his forces as described in the Scenario Set-up rules. Once the attacker's deployment is complete the defender reveals his hidden set-up markers and places the appropriate models on the table. For a unit of troops or multiple vehicles one model is placed on the counter with the rest of the unit in 2" coherency as normal. A lone vehicle must be placed on the counter itself. Counters which are for units in reserve have a chance of being a minefield or a booby trap.

Minefields and Booby Traps. If a counter is for a unit that is not deployed on the board, because it is in reserve or for any other reason, then there is a chance the counter represents a booby trap or minefield instead. Roll a D6: on a 4+ it is a booby trap or minefield (defender's choice), otherwise it is just a dummy — remove it from the table.

Minefields: A minefield is an 8" by 4" rectangle, placed in contact with the hidden counter. Any enemy model moving over a minefield triggers a mine on a roll of 4+, taking a Strength 6 hit with no Armour Piercing value. Vehicles take a Strength 6 hit against their rear armour, but all penetrations are glancing hits only.

Skimmers and Minefields: Minefields will contain specialised devices with proximity detectors, the ability to leap upwards, or simply detonate in such a spectacular fashion that being a few metres in the air is no defence. Because of this, skimmers and troops with jump packs are affected by minefields just like ordinary troops and vehicles.

Booby Traps: The player controlling the booby trap may choose to detonate it when an enemy model or unit is within 6" of the marker. As usual, the owner of the target unit chooses which model takes the damage and resolves a single Strength 8 hit, Armour Piercing 2, on him. Unlike minefields booby traps only work once, so remove the marker once the attack has been made.

Infiltrators

Infiltrators are skilled at sneaking forwards to scout out the enemy before the main force arrives. By making the best use of available cover, advancing at night or with other troops providing diversions, they are able to deploy ahead of the rest of the army.

The way that this is represented in the game varies from mission to mission, but will typically involve placing the Infiltrators last or allowing them an extra move in the turn they move onto the battlefield. Often only one side may use its infiltrating troops fully as their enemy is caught off guard; the missions will specify when this is the case. If Infiltrators are not specifically mentioned then they simply deploy with the rest of the troops, the circumstances of battle not allowing them time to use their special skills.

Night Fighting

Spotting the enemy at night is difficult. Not only is it dark, but the shifting shadows make identification of enemy troops uncertain. Warriors on both sides become confused and disoriented and their performance becomes unpredictable, some failing to fire at nearby enemies whilst others continue to blaze away confidently at long range.

Before a unit fires you must check if they can see the enemy. Roll 2D6 and multiply the result by 3, giving a number between 6 and 36. This is the number of inches the unit can see. If any enemy are visible then they may be fired at as normal. Note you should only roll for each unit once, not for each model or weapon in a unit. Guess range weapons may fire as normal, but the distance they scatter is doubled if the target is beyond visual range.

Obstacles

Fortifications are not the only form of defences. In some scenarios the defender may place obstacles. Obstacles are a hindrance to enemy movement and are split into two categories: razorwire and tank traps.

Razorwire. If the defender has suitable models then he may set up razorwire. Razorwire comes in 6" long sections. If the defender has obstacles then he gets 1D3+3 sections of razorwire to deploy at the start of the game. Razorwire counts as difficult ground for all infantry, cavalry and bikes. Vehicles can drive over razorwire with no effect. Skimmers and jetbikes are not affected by razorwire, neither are jump pack troops.

Tank Traps. Tank traps also come in 6" long sections. If the defender has obstacles then he gets 1D3+3 sections of tank traps to position at the start of the game. All vehicles, except skimmers, treat tank traps as impassable ground. Tank traps do not affect infantry movement, they can simply run around or clamber over them. Tank traps will provide cover for infantry.

Tank traps may be destroyed by enemy fire. They have an Armour Value of 10, and any penetrating hit destroys the section automatically. Glancing hits have no effect. They may be assaulted by infantry as if they were a stationary vehicle.

Preliminary Bombardment

In a major offensive the attacker will often attempt to soften up his target with a heavy bombardment before launching his attack. The barrage could come from artillery units far in the rear, close support vehicles like Griffons and Whirlwinds, or from orbital barrages and air strikes. All races and armies have their own forms of artillery support and aircraft, be they Tyranid Biovores and Dactylis, Eldar Night Spinners, Chaos artillery, Ork Fighta-bommerz, or whatever.

A Preliminary Bombardment is unlikely to cause massive damage to a well dug in force, but it will make the enemy troopers keep their heads down and some of them will be so dazed that they only react slowly to the assault which follows. The huge ground-shaking explosions of the bombardment can also help clear the way for an attack by destroying fixed defences like razorwire and tank traps.

Roll a D6 for each enemy infantry, bike or cavalry unit and each section of razorwire or tank traps on the tabletop. On a roll of 6 the unit or obstacle is hit. A squad takes 1D6 hits from the shelling, causing 1 wound each (make armour saves as normal), and must roll a Leadership test or be pinned in their first turn — see the barrage section of the rules for details. Troops which start the game in reserve cannot be hit by a Preliminary Bombardment.

A section of razorwire or tank traps is automatically destroyed by being hit, remove it from play.

Vehicles and bunkers are not affected by a Preliminary Bombardment (long range shelling lacks the accuracy to hit specific targets), but you should still roll for troops inside them. (Some of the troops may have been caught in the open whilst running for the cover of their vehicles, or they may refuse to dismount from their armoured carriers for fear of more shelling.)

Random Game Length

Some scenarios have a Random Game Length to introduce an element of uncertainty into the hapless commander's plans. Random Game Length might represent the amount of time remaining until dawn or dusk, the imminent arrival of overwhelming enemy forces, shortages of fuel or ammunition or the effects of battles taking place on other sectors of the battle front. A game of random length will always last a minimum of 4 turns.

At the end of the 4th turn, roll a dice: on a roll of 2+ there is a 5th turn for both players. At the end of the 5th turn roll a dice: on a 3+ there will be a 6th turn, and so on. The roll needed to get another turn is shown on the table below. If the roll is failed then the game ends.

Turn 4Turn 5Turn 6Turn 7Turn 8+
Next turn on...2+3+4+5+6+

Reserves

Reserves are forces which are in the same area or sector as the troops on the battlefield and are available to reinforce the troops engaged with the enemy. These are also the troops held back to plug gaps in a defensive line or to exploit breakthroughs by a vanguard.

Troops in reserve are not deployed at the start of the battle, but will become available in later turns of the game. Roll for each unit separately at the start of the player's turn. No reserves can enter play on the first turn.

Turn 1Turn 2Turn 3Turn 4+
Reserves arrive on...—4+3+2+

Once the reserves arrive they must move on from the table edge in the player's deployment zone, unless specified otherwise in the scenario. Note that you must bring reserves onto the tabletop on the turn they arrive, they can't hang around off the edge of the battlefield and wait for others to turn up!

In the case of a unit being carried by a transport vehicle just roll to see if the transport turns up. If the transport arrives it will automatically bring the unit along with it.

Sentries

In certain scenarios the defender has set up sentries to keep a lookout for enemy activity. Sentries can be represented with card counters, but it is preferable to use spare miniatures of the appropriate type.

The number of sentries available depends on which army you are commanding and is given on the following list. These sentries do not cost any extra points.

  • Orks: 12 Gretchin (Initiative 2).
  • Imperial Guard: 10 Guardsmen (Initiative 3).
  • Sisters of Battle: 8 Battle Sisters (Initiative 3).
  • Tyranids: 8 Termagants (Initiative 4).
  • Eldar: 8 Guardians (Initiative 4).
  • Space Marines: 6 Space Marines (Initiative 4).
  • Chaos: 6 Chaos Space Marines (Initiative 4).
  • Dark Eldar: 6 Dark Eldar Warriors (Initiative 5).

At the start of the sentries' turn, both players roll a dice for each sentry model (or marker). The player that rolls highest can move the sentry the distance indicated on the dice in any direction. If the rolls are tied then the defender moves the sentry. Sentries do not have any squad coherency rules and operate independently.

Sounding The Alarm

At the start of the game, the defending forces are not expecting combat. Instead they are resting, eating, servicing equipment, talking about the girls/bug-eyed monsters back home and so on. Because of this, only the sentries will be active to start with.

Until the alarm is raised, sentries move as described above and none of the defender's other units may move or fire. The alarm can be raised in several ways.

Spotting Distance. A sentry will spot any enemy model that is within his spotting distance at the end of any turn. This distance is equal to his Initiative characteristic in inches. For example, a sentry with an Initiative value of 4 would spot any attackers within 4" of him, regardless of whether the attacker is in cover or not.

Vehicles. If the attacker deploys any vehicles or bikes on the table then the sentries will spot them at the end of the turn. Tanks, Dreadnoughts, armoured personnel carriers, etc are all too noisy to avoid detection. This does not apply to vehicles kept in reserve, unless they enter the board in the attacker's subsequent turns.

Weapons Fire. The alarm is raised if the attacker fires any weapons except sniper rifles. If a sentry survives being hit by a sniper rifle he raises the alarm.

Close Combat. A sentry that is attacked in close combat will raise the alarm if he survives to the end of the turn. If the sentry is killed in close combat then the noise of the fighting may raise the alarm anyway. Roll a D6, on a 4+ the fighting was heard or the sentry screamed out and the alarm is raised. A unit which kills a sentry in close combat cannot make a sweeping advance — because they're sneaking up they can only consolidate.

Bodies. If a sentry is killed do not remove the model. Instead, leave it lying in position. If another sentry approaches within his Initiative distance of a dead sentry then he will find the body and raise the alarm.

Note that all the other defending models count as sentries for purposes of sounding the alarm, they just can't move.

After raising the alarm all sentries are removed; they go to ground, run away or move to rejoin their units and take no further part in the game. The defender then takes a turn immediately, moving and fighting as normal with his remaining forces.

Sustained Attack

Occasionally the enemy will have an overwhelming superiority in numbers, with wave upon wave of foes hurling themselves forward. To represent the size of an attack like this, the player making the Sustained Attack can 'recycle' some of his units when they are destroyed. Recycled units are brought back into play to represent the almost limitless supply of reinforcements.

Any Troops unit (ie Troops choices on the force organisation table) which is wiped out may move on from the attacking player's own board edge or either of the short table edges outside of the enemy deployment zone. They move on at the beginning of the attacker's next turn.

Units which are forced to fall back and reduced to less than 50% strength (ie are unable to regroup) can be removed from the table immediately and re-used as if they had been wiped out. They do not have to fall back completely off the table.

Destroyed vehicles and HQ units cannot be recycled. Note that this includes transport vehicles for Troops units and Command Sections for Imperial Guard infantry platoons.

Victory Points

Victory points are added up at the end of the game as a way of determining who has won the battle. To work out your victory points total you must add together the points value of the enemy units you have destroyed or seriously damaged.

Each unit wiped out is worth its points cost as victory points to the enemy. A unit which falls back off the edge of the table or is falling back at the end of the game counts as being wiped out.

If a unit has lost half or more of its models then it is worth half its total points value as victory points. If it has lost less than half of its models then it is worth no victory points to the enemy.

Vehicles which have been damaged (immobilised or armament destroyed) are worth half their points value, those which have been destroyed are worth their full points value. Even if you are using a unit of several vehicles (like Eldar Vypers, for example) count victory points for each vehicle separately. For example, if a unit of two Eldar Vypers suffered one damaged and one destroyed the enemy would get full victory points for one and half victory points for the other.

Individual models with two or more Wounds are worth half their points value if reduced to half Wounds, and their full value if killed.

As well as the points for destroying the enemy, many missions award additional victory points for successfully completing objectives during the game. These extra victory points are noted in the relevant mission's description and should be included in each player's total at the end of the game.

Add together the points values of everything destroyed, damaged or below half strength for each side. Add to that any points for achieving mission objectives. The side with the most victory points wins the game.

Standard Missions

In the Standard Mission scenarios your commander has been given certain tasks to complete in a specified area. Resources are limited and the missions may require a wide variety of different tactics to succeed so choose your forces carefully to ensure that any mission can be undertaken.

Standard Missions force organisation. Compulsory: 1 HQ, 2 Troops. Optional: 1 more HQ, 4 more Troops, 3 Elites, 3 Fast Attack, 3 Heavy Support.

Forces. Both sides pick forces from the standard missions organisation, to an agreed points value.

Terrain. For Standard missions, set up the terrain using any mutually agreeable method.

Your First Battles. If you haven't played any of the standard missions before we'd recommend starting with Cleanse for your first battle and then working your way through the other missions by playing Night Fight and then Patrol and so on. This is because the Standard missions get gradually more complex and introduce more special rules as you go along.

Choosing a Mission. There are 5 Standard missions. Roll a D6 to randomly determine which mission you will be required to undertake.

D6Mission
1Cleanse mission
2Night Fight mission
3Patrol mission
4Recon mission
5Rescue mission
6Change of Orders

Change of Orders. Last minute orders come through sending your forces into battle! Roll to see which of the Battle scenarios you undertake, and randomly determine (or use strategy ratings) who is the attacker and who is the defender. However, do not reselect your armies — forces remain those chosen from the Standard missions' force organisation chart.

Cleanse Mission

Overview. Both sides are attempting to sweep the area clean of opposing troops. Roving forces must be on the lookout to seek and destroy any enemies they encounter.

Scenario Special Rules. None.

Set-up.

  1. Divide the board into four quarters. Both players roll a dice, the player with the highest score may pick which quarter to deploy in. The other player's deployment zone is the opposite quarter.
  2. The player that scored lowest now deploys one unit in his quarter of the board. His opponent then deploys a unit in his deployment zone. The players take it in turns deploying a unit at a time until both their entire forces are on the table.
  3. No unit may be deployed within 18" of the enemy. The players must deploy their units in the following order: Heavy Support first, followed by Troops, Elites, HQ and finally Fast Attack units.
  4. Roll for who gets first turn. Highest score may choose whether to go first or second.

Mission Objective. Both forces are seeking to clear the area of all enemy forces, securing ground as they go. The player that occupies the most quarters of the board at the end of the game wins.

To claim a table quarter as occupied there must be no enemy units of troops, bikes or cavalry over half strength or mobile vehicles in the area. You must have a mobile vehicle, or at least one unit of troops, bikes or cavalry with more than half their original number of models in the area. Note that characters do not count as units and so may not secure table quarters on their own.

Game Length. The game lasts for six turns.

Line of Retreat. Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Night Fight Mission

Overview. Both sides have unexpectedly collided with an enemy force whilst moving forward at night. Muzzle flashes and tracer rounds criss-cross the battle as both sides attempt to locate and destroy the enemy. This is a variation on the Cleanse mission with a special rule to represent the darkness.

Scenario Special Rules. Night Fight missions use the Night Fighting and Infiltrators scenario special rules.

Set-up.

  1. Divide the board into four quarters. Both players roll a dice, the player with the highest score may pick which quarter to deploy in. The other player's deployment zone is the opposite quarter.
  2. The player that scored lowest now deploys 1 unit in his quarter of the board. His opponent then deploys a unit in his deployment zone. The players take it in turns deploying a unit at a time until both their entire forces are on the table.
  3. No unit can be deployed within 24" of the enemy at the start of the game. The players must deploy their units in the following order: Heavy Support first, followed by Troops, Elites, HQ and finally Fast Attack units.
  4. If either side has any Infiltrators, they may make one move after deployment but before the game starts.
  5. Roll for who gets first turn. Highest score may choose whether to go first or second.

Mission Objective. Both forces are seeking to clear the area of all enemy forces, securing ground as they go. The player that occupies the most quarters of the board at the end of the game wins. To claim a table quarter as occupied there must be no enemy units of troops, bikes or cavalry over half strength or mobile vehicles in the area. You must have a mobile vehicle, or at least one unit of troops, bikes or cavalry with more than half their original number of models in the area. Note that characters do not count as units and so may not secure table quarters on their own.

Reserves. None.

Game Length. The game lasts for six turns.

Line of Retreat. Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Patrol Mission

Overview. You have been detailed to patrol no man's land and drive off any enemy forces encountered. Additional forces are near at hand to secure victory, but be warned — the enemy have their own reserves and will attempt to do the same to you.

Scenario Special Rules. Patrol missions use the Random Game Length, Reserves and Victory Points scenario special rules.

Set-up.

  1. Both players roll a dice, the winner gets to choose his deployment zone. This can be either a long board edge or a corner. Units may be deployed up to 12" onto the board. If it is a corner then units may be deployed up to halfway along each board edge.
  2. The opponent gets the opposite board edge or corner.
  3. Both players roll a dice, the loser deploys one unit of troops, this is his patrol. The winner then deploys one unit of troops in his deployment zone. The rest of their forces are in reserve.
  4. Both players roll a dice, the player that rolls highest may choose whether to go first or second.

Mission Objective. Both players must attempt to eliminate the enemy without losing too much of their own strength. The player with the highest victory points total wins the game.

Reserves. When either player's reserves become available they move on from that player's deployment zone board edge.

Game Length. The game lasts for a variable number of turns.

Line of Retreat. Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Recon Mission

Overview. Both sides are attempting to punch through the enemy lines to establish forward positions and probe the enemy's strength in preparation for a major attack.

Scenario Special Rules. Recon missions use the Infiltrators and Victory Points scenario special rules.

Set-up.

  1. Both players roll a dice, the winner gets to choose which of the long board edges will be his deployment zone. Units may be deployed up to 18" onto the board.
  2. The opponent gets the opposite board edge.
  3. Both players roll a dice. The player that loses the roll off deploys one of his units first. The other player then deploys one of his units. The players alternate deploying in this way until their entire armies are on the table.
  4. No unit may be deployed within 24" of the enemy. The players must deploy their units in the following order: Heavy Support first, followed by Troops, Elites, HQ and finally Fast Attack units. If either side has any troops which can Infiltrate then they may deploy these units after all the other units have been placed. They may be placed anywhere on the battlefield which is 18" or more from an enemy unit. If both sides have Infiltrators roll a dice: the winner may choose whether to deploy his Infiltrators before or after enemy Infiltrators.
  5. Both players roll a dice, the player that rolls highest may choose whether to go first or second.

Mission Objective. Both players must attempt to get units into the enemy deployment zone. Each player gets bonus victory points for each unit he has in the enemy deployment zone at the end of the game.

Each undamaged vehicle, or unit of infantry, bikes or cavalry with over half its original number of models in the enemy deployment zone at the end of the game is worth +200 victory points. Each damaged vehicle or unit with less than half its original models in the enemy deployment zone is worth +100 points.

The player with the highest victory points total wins.

Reserves. None.

Game Length. The game lasts for six turns.

Line of Retreat. Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Rescue Mission

Overview. You have been sent to recover something valuable from the front lines. It might be plans or maps which were left on-board a wrecked vehicle, an item of spiritual significance or an individual such as a spy with vital information, an assassin or an injured commander lost in enemy territory. Both forces are sweeping the area for the prize and the battle begins when they clash somewhere near its location.

Scenario Special Rules. Rescue missions use the Reserves scenario special rule.

Set-up.

  1. Before choosing table edges or deploying any forces the players place 6 counters, numbered 1 to 6, face down anywhere on the table (without looking at the numbers on the counters!). The players should take turns placing 3 counters each. Each counter must be no closer than 12" to another counter and no closer than 12" to any board edge.
  2. Determine which one of these counters is the objective by rolling a dice. The counter with that number on it is the real objective and must be discovered by the armies during the battle.
  3. Both players roll a dice, the player that rolls highest chooses where he will deploy. He can choose to either deploy from a corner or a long board edge; he may not choose a short board edge. He may deploy up to 6" onto the board. His opponent gets the opposite deployment zone, so either both forces start in the corners or along either long board edge.
  4. Both players roll a dice, the lowest dice roll deploys first. He may set up any or all of the units from his Troops allowance in his deployment zone. He does not have to deploy all his Troops, but he must deploy at least one unit. Any Troops not deployed are in reserve, as is the rest of his force. The winner then deploys his force.
  5. Both players roll a dice, the highest score may choose whether to take the first or second turn.

Mission Objective. The player in possession of the objective at the end of the game wins. If no one has the objective at the end of the game then it is a draw.

To reveal a counter the player must move a model into contact with it and halt the model's movement. Turn the counter face up and see which number it has on it. If the counter is the one with the number rolled at the start of the game the model has located the objective, and it is now in that model's possession. If the counter is any other number discard it and keep hunting.

If the model carrying the prize is killed or has to Fall Back then the counter is dropped and remains on the board. It may be picked up by any model that moves into contact with it.

The model can pass the objective to another model by moving into base contact. Neither model may move after they have come into contact until their next turn, and the objective can only be handed off once per turn.

Line of Retreat. Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Battle Scenarios

The Battle scenarios pit one player against another in a ferocious face-to-face struggle. Battles may be fought to capture a vital objective or annihilate the enemy's forces in a sustained attack. As a commander you will need a combination of tactical cunning and bloody-minded determination to overcome the foe.

Attacker's Organisation. As the attacker, you will need a versatile, efficient force which can perform a variety of different tasks. Most importantly, you will need some forces which can close with your enemy and destroy him — assault units, Troops in transport vehicles, jump packers, bikes and so on. An army which relies too much on long range firepower will not be able to move in and capture an objective. However, sufficient supporting fire for the assault forces will also be vital.

Battles — Attacker. Compulsory: 1 HQ, 1 Troops, 1 Heavy Support. Optional: 1 more HQ, 5 more Troops, 2 more Heavy Support, 3 Elites, 3 Fast Attack.

Defender's Organisation. In a Battle, the defending forces need to be able to withstand a large amount of punishment and still put up a reasonable fight. You will find large units of Troops useful, with plenty of Heavy Support to break up the attack as it comes in. Some units capable of mounting a credible counter-attack will be important in case the attackers overrun your position or you need to recapture an objective taken by the enemy.

Battles — Defender. Compulsory: 1 HQ, 2 Troops. Optional: 4 more Troops, 2 Elites, 1 Fast Attack, 3 Heavy Support.

Forces. Both players pick their forces from the Battle scenario's force organisation chart to an agreed points value.

Terrain. Set up the terrain using any mutually agreeable method.

Selecting a Mission. There are 3 Battle missions. Roll a D6 to randomly determine which mission you will be required to undertake.

D6Mission
1-2Take and Hold mission
3-4Meat Grinder mission
5-6Bunker Assault mission

Take and Hold Mission

Attacker's Overview. Your force has been given a specific location to capture from the enemy. This could be a hill, an important building, a bridge, a supply dump or some other feature. You must eliminate enemy forces in the area and hold your objective against enemy counter-attacks.

Defender's Overview. Your force currently holds a location of vital strategic importance. You must stop it falling into enemy hands at all costs. If overwhelming enemy forces do capture the location mount a counter-attack as soon as possible to regain it.

Scenario Special Rules. Take and Hold missions use the Deep Strike, Infiltrators, Random Game Length and Reserves scenario special rules.

Set-up.

  1. Both players roll a dice, the player that rolls the highest can choose one of the long table edges as his table edge.
  2. Both players roll a dice. The player that rolls highest chooses a piece of terrain to be the objective. This piece of terrain must be at least 24" from his own board edge, and may not be within 12" of any other board edge. It can be a building, a hill, a bridge, a pile of crates or anything else you might have in your terrain collection. This is the attacker's objective.
  3. The defender deploys any of his Troops and Heavy Support within 12" of the objective. The defender does not have to deploy all these units, but he must deploy at least one. The rest of his forces are in reserve.
  4. If the attacker has any troops which can Infiltrate then they may deploy these units after all the enemy units have been placed. They may be placed anywhere on the battlefield further than 18" from an enemy unit.
  5. The attacker takes first turn, moving all his forces onto the tabletop from his table edge.

Mission Objective. The player that controls the objective at the end of the game wins the battle. To control the objective you must have the closest unit to the objective at the end of the game. Immobilised vehicles or units of bikes, cavalry or infantry with more than 50% casualties cannot control the objective.

Reserves. The defender's reserves move on from his table edge.

Game Length. The game lasts for a variable number of turns.

Line of Retreat. Troops which are forced to fall back will do so towards their board edge by the shortest route possible, using the normal Fall Back rules.

Meat Grinder Mission

Attacker's Overview. Your forces have been committed to the front line in an all out attack against the enemy. Your orders are simple: annihilate enemy forces, crush them entirely.

Defender's Overview. The enemy has launched an all-out attack which you must survive, destroying as many of his forces as possible. You are badly outnumbered, but must sell yourselves dearly to blunt the attack.

Scenario Special Rules. Meat Grinder missions use the Deep Strike, Infiltrators, Random Game Length and Sustained Attack scenario special rules.

Set-up.

  1. Both players roll a dice, the player that rolls highest chooses his deployment zone, which can be either of the long table edges. He may deploy his forces up to 12" onto the board.
  2. The opposing player gets the opposite table edge. He may deploy his forces up to 12" onto the board.
  3. Both players roll a dice. The player that loses the roll off must deploy one of his units first. The other player then deploys one of his units. The players alternate deploying units in this way until their entire armies are on the table. The players must deploy their Heavy Support first, followed by Troops, Elites, HQ and finally Fast Attack units.
  4. If either side has Infiltrators in his force then they may be deployed after all other units have set up. However, they are not restricted by the deployment zones, and may set up anywhere on the battlefield which is more than 18" from an enemy unit. If both sides have Infiltrators each player must roll a D6. The player with the highest score has the choice of deploying his Infiltrators first or second.
  5. Both players roll a dice, the highest score chooses whether to go first or second.

Mission Objective. To win the battle the attacker must annihilate the defender's army. He wins the battle if at the end of the game the defender has no forces left. If the defender has any forces remaining then he wins the battle.

Reserves. None.

Game Length. The game lasts for a variable number of turns.

Line of Retreat. Troops which are forced to fall back will do so towards their board edge by the shortest route possible, using the normal Fall Back rules.

Bunker Assault Mission

Attacker's Overview. The enemy have established a heavily fortified defensive line of bunkers, trenches and pillboxes. You have been ordered to assault the strongpoints and capture or destroy them.

Defender's Overview. Your forces are holding a well-defended part of the line with orders to hold off all attacks and, most importantly, prevent the bunkers from falling into enemy hands.

Scenario Special Rules. Bunker Assault missions use the Deep Strike, Fortifications, Infiltrators, Preliminary Bombardment, Reserves and Victory Points scenario special rules.

Set-up.

  1. Both players roll a dice, the player that scores highest chooses which long edge he will deploy on.
  2. The defender's deployment zone is up to 18" onto the board. He may set up fortifications anywhere in this zone and must include at least one bunker. The bunkers must be placed no closer than 6" to any table edge.
  3. The defender deploys any of his Troops and HQ units in his deployment zone. He does not have to deploy all these units, but must deploy at least one. Any units not deployed are in reserve.
  4. Once the defender has deployed, the attacker deploys his entire army up to 12" onto the tabletop from his board edge. If the attacker has any Infiltrators in his force then they may be deployed after the defender has set up, as described above. However, they are not restricted by the deployment zones, and may set up anywhere on the battlefield which is more than 18" from an enemy unit.
  5. The attacker resolves his Preliminary Bombardment.
  6. Roll for who gets first turn. The player that rolls highest chooses whether to go first or second.

Mission Objectives. The attacker must destroy or occupy the bunkers. For each bunker destroyed, or occupied only by his troops at the end of the game, he gains +150 victory points.

The defender must hold the attacker off and retain control of as many bunkers as possible. For each bunker occupied only by the defender's troops at the end of the game he gains +150 victory points.

At the end of the game add up victory points for enemy units destroyed and bunkers destroyed or captured. The highest score wins.

Reserves. The defender's reserves move on from his table edge.

Line of Retreat. Troops which are forced to fall back will do so towards their board edge by the shortest route, using the normal Fall Back rules.

Raid Scenarios

In a Raid scenario one player will be the attacker whilst the other player is the defender. Raids are lightning strikes against a specific objective such as an ambush of an enemy column, a surprise attack on an important enemy strongpoint, or secret missions deep behind enemy lines.

Attacker's Organisation. A raiding force should be fast moving and hard-hitting with plenty of Elite and Fast Attack units. You will need to complete your mission quickly — if you take too long to achieve your objective, you risk being overwhelmed by enemy reinforcements. A solid core of Troops will help to keep up your numbers, providing reliable firepower to fend off any counter-attack or to deliver a killing blow to enemy forces. Infiltrators often come in particularly useful in Raid scenarios.

Raids — Attacker. Compulsory: 1 Troops. Optional: 4 more Troops, 2 HQ, 1 Heavy Support, 3 Elites, 3 Fast Attack.

Defender's Organisation. Defending against a Raid requires nerves of steel and a balanced mix of units. Heavy Support units will be important to keep the foe at bay or provide heavy reinforcements. Troops will be needed to guard objectives and tie down raiders in costly firefights and close combats where their greater numbers will prove more useful than any amount of big guns. Having an Elite unit will allow you to mount a counter-attack to drive the enemy away from their objective and put them on the defensive.

Raids — Defender. Compulsory: 2 Troops. Optional: 4 more Troops, 1 HQ, 1 Elites, 1 Fast Attack, 2 Heavy Support.

Forces. Both sides pick forces from the Raid force organisation to an agreed points value.

Terrain. Set up the terrain in any mutually agreeable manner.

Selecting a Mission. There are 3 Raid missions. Roll a D6 to randomly determine which mission to play.

D6Mission
1-2Sabotage mission
3-4Ambush mission
5-6Strongpoint Attack mission

Sabotage Mission

Attacker's Overview. You are leading a force on a surprise raid deep in enemy territory. Your mission is to sneak through enemy lines and destroy an important installation. This could be a fuel or ammo dump, a command bunker, a bridge or a communications station.

Defender's Overview. You command the forces defending an important installation against any enemy attack. Reserves are available in case of attack.

Scenario Special Rules. Sabotage missions use the Infiltrators, Random Game Length, Reserves and Sentries scenario special rules.

Set-up.

  1. Place the objective of the raid in the centre of the table. This can be a command post, a fuel dump, an ammo dump, a radio mast or anything else you can put together out of your scenery collection.
  2. The defender may set up any of his Troops and HQ units anywhere within 8" of the objective. He does not have to set them all up, but he must deploy at least one unit. Any forces not deployed are in reserve.
  3. The defender gets a variable number of sentries to place depending on which army he is commanding (see the scenario special rules). These sentries do not cost any extra points. The sentries are placed anywhere on the table which is not within 12" of a short table edge, and not in the defender's deployment zone.
  4. The attacker chooses one of the short table edges as his board edge. If the attacker has any troops that can infiltrate then he may deploy them up to 12" onto the board from his table edge in the area shown on the map.
  5. The attacker takes the first turn, moving as much of his army as he chooses onto the board, and leaving the rest to come on as reserves.

Mission Objective. For this raid all the attacking forces have been issued with demo charges to destroy the objective and complete their mission. The objective cannot be destroyed by firing at it, only by placing demo charges. To place a demo charge successfully, the model must assault the objective in its assault phase and remain in contact until its next assault phase. At this point the charge is set and the objective is destroyed. Boom!

The attacker wins if he destroys his objective, otherwise the defender wins.

Reserves. The attacker's reserves enter from his table edge. The defender's reserves enter from a random board edge, as indicated on the map (roll a D6). Only begin rolling for the defender's Reserves after the alarm has been raised. The first turn they can appear they arrive on a 4+, the next turn a 3+, and so on, as usual.

Game Length. The game lasts for a variable number of turns.

Line of Retreat. Troops which are forced to fall back will do so towards their closest board edge by the shortest route possible, using the normal Fall Back rules.

Ambush Mission

Attacker's Overview. Your forces are lying in wait for a convoy of enemy reserves heading for the front line. You must destroy the convoy whilst minimising your own losses.

Defender's Overview. Your force is moving towards the front line to reinforce the troops fighting there. You must escape the ambush with as much of your force intact as possible.

Scenario Special Rules. Ambush missions use the Hidden Set-up, Random Game Length, Reserves and Victory Points scenario special rules.

Set-up.

  1. The defender chooses one of the short table edges as his escape route.
  2. The attacker rolls a dice for each of his units: on a 3+ they may be deployed at the start of the game. The attacker may choose to leave units in reserve if he prefers, but at least one unit must be in position for the ambush at the beginning of the game. If the attacker fails to get any of his units at the start of the game he must choose one unit to make the ambush. Any forces which are not ambushing are in reserve. The attacker sets up the ambushing forces using the Hidden Set-up rules. Hidden Set-up counters may be placed no closer than 18" to the defender's set-up zone.
  3. The defender places his squads and vehicles one at a time. The front unit of the column must be at least 36" from the short table edge which is the escape route. Each subsequent unit or vehicle must deploy entirely behind the previous unit, creating a column of march. All of the defender's army must be within 3" of the centre line of the board, facing towards the escape route.
  4. The attacker has first turn.

Mission Objective. The attacker must destroy as much of the enemy convoy as possible, whilst the defender must attempt to escape the trap.

Add the points value of each unit the defender manages to get off the escape route board edge to his victory points total. So if a squad worth 100 points escapes then add 100 points to the defender's victory points total.

The player with the highest victory points total wins the battle.

Reserves. The attacker's reserves may enter the board from either of the long board edges.

Game Length. The game lasts for a variable number of turns.

Line of Retreat. Attacking troops which are forced to fall back will do so towards the closest of the long board edges, by the shortest possible route, using the normal fall back rules. Defending troops which are forced to Fall Back will do so directly away from the escape route edge by the shortest possible route using the normal Fall Back rules.

Strongpoint Attack Mission

Attacker's Overview. You are to launch a surprise attack against an enemy strongpoint and eliminate it before enemy reserves can react.

Defender's Overview. Your forces are holding a well defended strongpoint. Your task is to guard the strongpoint and hold off any enemy attack until reserves can move up to support you.

Scenario Special Rules. Strongpoint Attack missions use the Deep Strike, Fortifications, Infiltrators, Obstacles, Reserves, Sentries and Victory Points scenario special rules.

Set-up.

  1. Each player rolls a dice. The winner chooses a long board edge.
  2. Mark a 24" square area central to the defender's edge of the board, as shown on the map. This is the defender's deployment zone.
  3. The defender may position fortifications in his deployment zone, forming the strongpoint. He must include at least one bunker in his defences.
  4. The defender positions his sentries. These are placed within 18" of the outside of his deployment zone. The number of sentries varies depending on the defending army (see the scenario special rules).
  5. The defender places his obstacles. They may be placed anywhere on the tabletop up to 18" away from the defender's deployment zone.
  6. The defender deploys any of his HQ, Troops or Heavy Support units in his deployment zone. He does not have to deploy them all, but he must deploy at least one unit. Any units not deployed are in reserve.
  7. If the attacker has any Infiltrators then they may be deployed anywhere outside the defender's deployment zone. Other units must be placed at least 18" away from the defender's deployment zone. Any forces not deployed at the start are in reserve.
  8. The attacker gets the first turn.

Mission Objectives. The attacker must crush the defenders, and gains +200 victory points for each bunker he destroys.

The defender needs to hold out until his reserves arrive and gains +200 victory points for each bunker occupied only by his troops when the raid is over.

At the end of the game add up victory points. The highest score wins.

Reserves. When the defender's reserves arrive they move on from the defender's board edge. The attacker's reserves move on from any of the other board edges.

Game Length. The game lasts for four turns after the alarm has been raised.

Line of Retreat. Troops which are forced to fall back will do so towards their board edge by the shortest route possible, using the normal Fall Back rules.

Breakthrough Scenarios

In these scenarios one player takes the role of the attacker whilst the other player is the defender. Breakthrough scenarios involve one force trying to punch a path through an opposing force. This might be because they are seeking to escape from an encirclement, or to smash through the enemy's defensive lines in a major attack.

Attacker's Organisation. In a Breakthrough the attackers will have to battle their way through strong opposition and cover a lot of ground to exploit their success. Elite units will give you a compact, powerful strike force to spearhead your attack and smash a hole in the enemy line. Plenty of mobile Heavy Support could also open up a breach. However you create the gap, lots of Troops in transport vehicles and Fast Attack units will be necessary to flood through and secure your victory.

Breakthrough — Attacker. Compulsory: 1 Elites, 1 Troops. Optional: 4 more Troops, 1 more Elites, 2 HQ, 2 Heavy Support, 3 Fast Attack.

Defender's Organisation. When defending against a Breakthrough, you should mainly rely upon your units of Troops which can cover a wide area and are still tough enough to withstand a determined attack. Heavy Support will be useful for blunting the attacker's assault before it reaches your line. These units need to be backed up by sturdy Fast Attack or mobile Elite forces which can plug any breaches made by the attacker.

Breakthrough — Defender. Compulsory: 2 Troops. Optional: 4 more Troops, 1 Fast Attack, 2 Heavy Support.

Forces. Both players pick their forces from the Breakthrough scenarios organisation to an agreed points value.

Terrain. Set up the terrain in any mutually agreeable manner.

Selecting a Mission. There are 3 Breakthrough missions. Roll a D6 to randomly determine which mission you will be required to play.

D6Mission
1-2Rearguard mission
3-4Breakout mission
5-6Blitz mission

Rearguard Mission

Attacker's Overview. The offensive is pushing the enemy back all along the front, and your advance is in full flood. You have been ordered to spearhead the attack in this sector, sweeping aside any pockets of resistance as quickly as possible.

Defender's Overview. Your army has been driven back by the enemy offensive, and you need time to regroup. Your force has been selected as the rearguard of your retreating army. You must stall the enemy advance as long as possible with whatever forces are available and give the rest of your army a chance to form a new defensive line.

Scenario Special Rules. Rearguard missions use the Deep Strike, Hidden Set-up, Infiltrators, Obstacles, Random Game Length and Reserves scenario special rules.

Set-up.

  1. Both players roll a dice. The player that rolls highest chooses which long board edge to deploy from.
  2. The defender must split his army into two groups, each must contain at least one unit, but is not restricted in any other way. Before deploying, the defender flips a coin or rolls a dice to see which group he will use. The units in the other force are not used in this battle.
  3. The defender's deployment zone is up to half way across the table. The defender deploys the part of his force that is available in his deployment zone using the Hidden Set-up rules. He also places obstacles in his deployment zone. If he chooses he may leave any Deep Strike units he has in reserve.
  4. The attacker splits his army into two waves. Each wave must contain at least a third of the total points value of the army. Note down which units are in which wave, squads cannot be split between waves.
  5. The attacker takes the first turn. He may hold Deep Strike units from the first wave in reserve, but all the rest of the wave moves on from his board edge in his first turn. Once the first wave is on the board the defender reveals his Hidden Set-up markers.
  6. All the forces in the attacker's second wave arrive at the beginning of turn 4, and move on from the attacker's board edge.

Mission Objectives. The attacker must eliminate the rearguard forces quickly and keep the momentum of his advance going. The defender must stall the attack for as long as he can.

If the defender has any units over half strength, or vehicles still able to fire a weapon, within range of any enemy at the end of the game then he wins. If he does not then the attacker has won.

Reserves. See the scenario special rules section for how to place Deep Strike units.

Game Length. The game lasts for a random number of turns (see the scenario special rules).

Line of Retreat. Any unit which is forced to fall back will move towards its own long board edge by the shortest possible route, using the normal Fall Back rules.

Breakout Mission

Attacker's Overview. Your forces have been surrounded and are facing annihilation unless you can break through the enemy lines. You must act quickly to escape before your foes can move up overwhelming forces to annihilate you.

Defender's Overview. You have an enemy force trapped and surrounded. Your force has been ordered to contain this pocket of resistance whilst forces are massed to wipe them out.

Scenario Special Rules. None.

Set-up.

  1. Number the short board edges 1 and 2.
  2. The defender must split his force into two parts, one for each short board edge. Each force must include whole units, units may not be split between forces. Number these forces 1 and 2 to correspond with the short board edge numbers. Forces chosen from the Elites section of the defender's army list do not have to be allocated to a force, they can be positioned in either force later.
  3. The attacker deploys all his forces in his deployment zone.
  4. The defender deploys his units. They may not be positioned within 18" of any enemy unit and must be closer to their allocated short board edge than the opposite short board edge.
  5. The defender now deploys his Elite units, they can be placed anywhere on the board, but not within 18" of any enemy unit.
  6. Roll a D6: on a 1 the defender gets the first turn, on a 2 or more the attacker gets the first turn.

Mission Objective. The attacker must get as many units off the board as he can. If he manages to get half or more of the units in his force off either of the short board edges, or up to 12" along the long table edges from each corner, then he wins. A unit with any survivors or a damaged vehicle still counts towards this. If the attacker does not manage this then the defender wins.

Reserves. None.

Game Length. The game lasts for six turns.

Line of Retreat. Defending units which are forced to fall back will do so towards the closest short board edge. Attacking units which are forced to fall back will do so towards the centre of the board. All units use the normal Fall Back rules and move along the shortest possible route. Once they reach the centre of the board they will automatically regroup regardless of numbers remaining, enemies in close proximity or anything else (the situation is desperate!).

Blitz Mission

Attacker's Overview. You have been chosen to spearhead a new offensive. Your forces must quickly smash the foe aside so the units behind you can drive deep into enemy territory. You will commit a strong force to attack along a narrow frontage. Expect strong resistance from a well dug in enemy, whose reserves will not be far away.

Defender's Overview. The troops under your command have established a good defensive position, with plenty of reserves available. Your task is to stall any enemy attack long enough for these reserves to move up and support you.

Scenario Special Rules. Blitz missions use the Deep Strike, Fortifications, Hidden Set-up, Infiltrators, Obstacles, Preliminary Bombardment, Reserves and Victory Points scenario special rules.

Set-up.

  1. Roll randomly for which short board edge will be the attacker's table edge.
  2. The board is divided lengthways into thirds as shown on the map.
  3. The defender may place his fortifications and obstacles in the central third of the board — the Fortification Zone.
  4. The defender deploys any of his Troops, HQ and/or Heavy Support units in the Fortification Zone using the Hidden Set-up rules. He does not have to set up all these units but he must set up at least one. The rest of his forces are in reserve.
  5. The attacker deploys all his forces in No Man's Land, up to 6" from his table edge (except for Infiltrators which may be deployed up to 18" onto the table, and Deep Strike units which may be held in Reserve).
  6. The attacker resolves his preliminary bombardment.
  7. The attacker gets first turn.

Mission Objectives. The attacker must smash through the defender's lines, crossing razorwire, tank traps and minefields in the process. He must keep advancing at all costs, getting as many units as he can into the defender's Second Line. The attacker gets +300 victory points for each unit he has in this section of the board at the end of the game.

The defender must hold his line and stall the enemy thrust. The defender gets +150 victory points for each enemy squad or vehicle in No Man's Land at the end of the game. If a unit straddles two areas, count it as being in the one further from its table edge.

At the end of the game add up victory points. If the attacker has more victory points then he has pushed the enemy aside and created a gap for his following forces to exploit. If the defender has more victory points then the spearhead has been blunted, his lines have held long enough to be reinforced before the next attack.

Reserves. When the defender's reserves arrive they move on from his board edge. Attacking Deep Strike units appear as per the scenario special rule.

Game Length. The game lasts for six turns.

Line of Retreat. If any units are forced to fall back they will do so towards their own board edge by the shortest possible route.

Designing Your Own Missions

The missions we have included in this book give a good idea of the variety of different Warhammer 40,000 games you can play. Of course, you can always make up missions of your own, and this has the advantage of them being well suited to the kind of scenery, miniatures and players you have access to.

Inspiration for missions can come from many different places — a good source of ideas is actual historical battles. History is packed with battles large and small, each with their own unique objectives and background. For example, in the battle of Rorke's Drift a tiny contingent of British infantry fought a desperate battle to avoid annihilation at the hands of a huge Zulu army which had wiped out a much larger British force just days before — all the elements of a classic last stand mission. Watching films and reading books will give you an endless supply of ideas. If you are playing a campaign then missions will often suggest themselves. A river may be an important feature on the campaign map, so taking and holding a bridge will make an important battle for which you might want to write your own mission.

Once you have an idea you must decide what type of scenario your mission will be. Let common sense guide you in this. If the mission involves a stand up fight then it is probably a Battle or Breakthrough scenario, if it is a sneak attack then it is likely to be a Raid. If you find it difficult to fit your mission into one of these categories then it is probably a standard mission. Alternatively, you can just create your own force organisation chart for your new mission.

The next thing to consider is which scenario special rules to use. Scenario special rules range from Random Game Length to Preliminary Bombardments to Hidden Set-up and Sentries. These are the building blocks of your mission, and which special rules are appropriate to your mission is up to you to decide. Be sensible here and resist the temptation to use too many special rules because they can slow your game down a lot. Use them to add character to the battle instead.

You will also have to consider whether special troop types have any advantage in this mission. Again, be careful here as the advantages gained can affect the battle drastically. A good guide for using Deep Strike troops is that if the defenders are in a static position which would have been well scouted before the battle then the attackers are likely to be able to co-ordinate their attack with Deep Strike troops. Likewise, if the defender is holding a static position then Deep Strike troops may well be in reserve waiting to come to their aid. Deep Strikes would be harder to co-ordinate if either side is on the move, sneaking about in enemy territory or cut off from their own lines.

Use the missions in this book as a template for writing your own. You will need to note down how to set up the troops, remembering that some of them might be in reserve. It is useful here to use the categories of troop types as a guide. Maybe this is a battle where a command bunker is under attack, so the defender must set up his HQ units and his Troops, or perhaps it is a lightning strike, so the attacker can only deploy his Fast Attack units. If some units are in reserve then think about where the reserves will move on from. Perhaps they are moving up behind the initial wave, or have been ordered to make a flank attack.

The battle also needs an objective. This can be a sudden death victory condition — if you destroy this bunker or kill a certain character then the battle ends immediately, for example. The alternative to a sudden death objective is to use victory points. A clear objective, even if it is only annihilate the enemy, is important, after all this is the reason the battle is being fought.

In your mission both sides will require a line of retreat. This is the direction that troops who are falling back will move. Generally this will be towards their deployment zone, but in special circumstances this could be changed. What if the defenders are surrounded, where do they run to?

The last thing to consider is special rules which are specific to this battle. Perhaps a bridge needs blowing up, in this case you will need to detail how this can be done. Do all the attacking troops carry demolition charges or only the commanders? Can heavy weapons be fired at it to blow it up? Is a river fordable or toxic, are there lots of unexploded shells littering this battlefield, or are there dangerous reptiles lurking in the jungles ready to leap out and attack either side? There are lots of entertaining special circumstances you could include in your mission, but again beware of using too many. Do not forget that the main reason you are writing a mission is to make a fun and entertaining game for both players.

Fighting a Campaign

Once you have become familiar with the Warhammer 40,000 rules and played a few one-off games, you may want to start linking your battles together and developing some continuity for your army. This is called a campaign: a series of battles linked together by a story and by the forces fighting it. Wars are rarely resolved by a single battle, and even very large battles are preceded by smaller actions between scouts and lighter troops. After a battle there are always the mopping up operations as the vanquished side attempts to escape. With a campaign you can create this story around your own army, seeing it triumph in battle after battle or thwarted in its every endeavour.

Different Types of Campaigns

Fighting a campaign is very rewarding and great fun, and there are many ways to approach it. There are several common types of wargames campaign.

Narrative Campaign. A narrative campaign is a series of battles linked together by a story. This story is often mediated by an independent referee, who can introduce special scenarios, victory conditions, strange events, extra rules and so forth.

For example, the players want to play a narrative campaign detailing an Ork invasion of an Imperial world. The first battle takes place as the beleaguered defenders of the space port are attacked, when the Orks try to capture the port so they can get their heavy equipment and vehicles to the surface. The Orks win, so the referee decides they can use more vehicles and Dreadnoughts in the next battle because they can use the space port landing pads. In the next game, the Orks go on the offensive and attempt to break through the defenders now encircling the space port. Say they win again, the referee decides that the Governor's palace is now under threat from the Ork invaders and a large battle takes place between the Governor's guards and attacking Orks. The Imperium win this time so the referee allows the Imperial player to attempt to assassinate the Ork Warlord leading the invasion, and so on. The campaign continues like this until the narrative suggests an ending.

It may even be the case that a battle suggests various different courses of action. Rather than the referee arbitrarily deciding which battle is fought next, they may present one or more of the players with some options — does the Ork player want to drive for the Governor's palace or consolidate their hold on the space port? Does the Imperial player want to counter-attack immediately or prepare their defences? What the players opt for will alter the course of the campaign, so that strategic decisions, in combination with winning battles, can affect the outcome.

Of course, a referee isn't essential in a narrative campaign — the players can discuss the various options and decide between themselves on the course of action. A narrative campaign, more than any other campaign, is more than just winning battles — it's an exciting story where the results of your battles decide the outcome.

Ladder Campaign. In ladder campaigns the players agree to play a pre-set series of battles, with each battle affecting the outcome of later battles. Unlike narrative campaigns which let each battle's outcome drive the story, the links within a ladder campaign tend to be predetermined, so you don't need a referee.

Using the above example, the players may decide beforehand to play these battles: Defend the Space Port, Break Out, Governor's Defence and Assassination. Before any of the battles are fought the players decide what the benefits or penalties for winning and losing these battles will be. The winner of the first battle may have reinforcements from orbit in the form of more Heavy Support. For the second battle, the loser may have some of their forces delayed in reserve for the later battles, as they attempt to destroy their enemies around the space port. In the third battle, the victor will score a boost in morale which allows all his units to add +1 to their Leadership, and the final battle determines who is the winner of the whole campaign.

Tree Campaign. A more elaborate form of ladder campaign is known as a tree campaign. In a tree campaign, battles are organised by a pre-drawn flow diagram with the results of each battle giving predetermined advantages in following battles. Each time a battle is fought the diagram will tell you which mission to fight next by following the correct path. The longer the campaign the larger the diagram will need to be.

In more involved campaigns you could also include paths on the diagram that looped back, or sub-plots which branched off the main tree. You could also experiment with allowing victors a few extra points in their armies after winning a particularly important battle, or perhaps losing a fight for control of a tank factory might mean less Heavy Support choices next time. The amount of variation depends only on your campaign background and your imagination.

Map Campaign. A map-based campaign uses a map (surprise, surprise) to control the action of each force under a player's control. There are 'campaign turns' between battles, in which the players move their forces about on the map. When armies move into each other on the map, a battle is fought to determine the outcome of the encounter. Map campaigns often include special rules for such things as supplies, reinforcements and scouting forces, so perhaps a unit's movement would be restricted if it didn't have enough fuel for its vehicles. Map-based campaigns often turn into games in their own right and actually fighting the battles on the tabletop becomes of secondary importance to out-manoeuvring your opponent on the campaign map. You don't need a referee for a map-based campaign, but it helps to have an independent arbitrator who can force the protagonists to fight their tabletop games in time for the next campaign turn, and impose forfeits if players do not. The best asset a map campaign can have is very dedicated players, who will play their battles before the next campaign turn starts.

Running a Campaign

Campaigns offer a lot more fun and challenges to players than constantly playing one-off battles where the outcome does not have any effect on the next battle you fight. Campaigns are not just about organising battles, they are also about developing your own army and characters and giving them some history. This is where the experience points system comes in.

Campaigns and Experience

Troops who fight over a protracted campaign, and survive to tell the tale, will build up their skills and fighting ability. Raw recruits, new to the horrors of warfare in the 41st millennium, are less resolute in the face of enemy fire, whereas units who have many battles and victories under their belts will become hardened fighters with many specialist skills. The following system allows your army to build up experience by fighting and winning battles, destroying enemy troops and generally learning how to fight.

Unit Roster Cards

If you wish to play in a campaign, it is a good idea to fill out a unit roster card for each squad and vehicle in your army (unit roster cards can be photocopied from the examples included in the Appendix). This card then becomes a record of the unit over your following battles. As units fight they will lose or gain experience and any new skills or abilities they gain or penalties they suffer from are noted on the card. If you make any changes to the composition of the unit you alter the card to show this, and make up new roster cards if you add any more units to your army.

When you come to choosing your army for a battle, rather than picking it from scratch from the army list each time, you choose which units to use from your file of rosters. So, for example, if you are fighting a battle that allows you to field three Fast Attack choices, rather than picking fresh units from the army list, look through the roster cards you have filled in for your Fast Attack units and decide which of these you want to use. Keep choosing units from your file of rosters until you have the army you want. Think of your unit roster cards as building bricks which you can combine together in different ways to achieve a varied army choice.

The main point is that individual units become regular components of your army, rather than being one-off choices for a specific battle. Some of them will be tried and tested veterans, whilst others will have yet to prove their mettle. In this way, over a number of battles your army will start to develop its own character with its particular strengths and weaknesses, which will differentiate your army from others, even of the same race.

Earning Experience Points

Units can earn experience points in a number of ways (and also lose them if they perform badly). Experience is earned as follows:

Fought in battle: +100

Winning: +100

Achieving Objectives: variable points. This is equal to the number of victory points the unit has earned for achieving mission objectives during the battle. For example, over half strength units which get into the enemy deployment zone during a Recon mission score 100 victory points (+100 experience).

Broke enemy in an assault: +100. If the unit forces an enemy unit to fall back after an assault, it gains +100 experience points. If it wipes out an enemy in an assault (ie there were none left to break!), or destroys an enemy vehicle, the squad earns +100 experience. A squad does not earn +200 experience for breaking an enemy in an assault and then wiping them out with a sweeping advance — it's one or the other.

Reduced to half strength/vehicle damaged: -D3x100 from experience earned. If the unit is reduced to 50% or less of its original numbers, or is a vehicle that suffers lasting damage (ie is immobilised or has a weapon destroyed), then it loses a number of experience points equal to a roll of a D3 multiplied by 100. This is deducted from the experience earned from this battle and cannot reduce the squad or vehicle below the experience it had prior to the battle.

Wiped out/vehicle destroyed: -100 from total. If the unit is wiped out, or falls back off the table, or is a vehicle that is destroyed, then it gains no experience from the battle at all. In addition, the unit loses -100 experience points from its total at the start of the battle.

Acting beyond the call of duty: +D3x5. At the end of the battle, each player can nominate one unit in his army that he thinks has performed particularly admirably. This unit receives D3x5 experience, and a nice shiny medal/squig/gemstone or whatever.

Transport Vehicles. A transport vehicle which is chosen as part of a squad (a Space Marine Rhino or Imperial Guard Chimera, for example) cannot gain Battle Honours of its own (who ever heard of an Elite Chimera). Transport vehicles which are chosen as a self-contained unit (like Eldar Falcons and Space Marine Land Raiders) earn experience just like any other vehicle, and roll on the Vehicles table for any Battle Honours they gain.

Independent Characters. Some characters do not have to be with a particular squad, such as Eldar Phoenix Lords and Imperial Guard Commissars. These characters earn experience points in the same way as other units, and if they are fighting as part of a squad they will receive any experience points the squad earned while they were a part of it. However, they make rolls for Battle Honours separately from any squads they joined and so may gain a different skill.

All of these experience points awards are cumulative with each other. For example, a unit is on the winning side and earned 100 experience points by achieving the mission objectives, but was reduced to half strength. The unit would have the following experience points: Fighting +100, Winning +100, Achieving the mission +100, Half strength -D3x100. If the D3 roll came up as a 2, this would be a total of 100+100+100-200=100 experience points earned.

Experience in Different Scenarios

As well as the experience modifiers already given, units can earn or lose experience by performing well or badly in particular scenarios. Details of these are given below.

  • Cleanse/Night Fight: Any unit which claims an uncontested table quarter at the end of the battle earns +50 experience points.
  • Rescue: +100 experience if the unit is in possession of the objective at the end of the battle.
  • Take and Hold: +100 experience if the unit claims the objective at the end of the battle.
  • Meat Grinder: In a one-off game, it is easier to think of 'recycling' units as part of the sustained assault. However, in reality the unit isn't instantly brought back to full strength and sent in to fight again, but is replaced by another unit from behind the front line. If you are playing using experience, a unit which is wiped out loses experience points as normal. It does not come back on to the table, but is replaced by another squad. It may be just a case of filling in a new unit roster card each time a unit is recycled, or you may want to devise a system of bringing on fresh troops up to the points value of the troops that are being replaced. As you can probably tell, a Meat Grinder is a gruelling affair for the attackers and it may be that you'll not want to commit your most experienced troops to this near-suicidal battle!
  • Sabotage: +100 experience if the unit destroys the objective.
  • Breakout: +100 if the unit manages to leave the table off a short table edge.

Effects of Experience Points

As a unit gains or loses experience and its status changes, it will gain certain benefits or suffer penalties. For every 1,000 experience points a unit earns, it gains a Battle Honour. Each Battle Honour is represented by a particular skill or ability, depending upon the type of unit. For every Battle Honour a unit gains, make one D6 roll on the appropriate Battle Honours table (infantry, bike/cavalry and vehicle tables are given below). If you roll a Battle Honour the unit has already you can choose one of the other Battle Honours on the list instead.

If a unit loses a Battle Honour due to its experience being reduced, randomly determine which one is lost.

Points Cost

As a unit's experience changes, the points value it is worth will also change to reflect their expertise and availability. For every whole 1,000 experience points a unit earns, its points value is increased by 10% (rounding up). So a unit with 1,000-1,999 experience has its points increased by 10%, 2,000-2,999 by 20% and so on.

Example 1

Unit typeBasic points costPoints per 1,000 Experience (10%)
10 Imperial Guard50+5
10 Eldar Guardians80+8
10 Orky Bommas100+10
10 Space Marines150+15

Example 2 — points cost for experience

Unit type0-9991,000-1,9992,000-2,9993,000-3,999
10 Imperial Guard50556065
10 Eldar Guardians808896104
10 Orky Bommas100110120130
10 Space Marines150165180195

Becoming Elite

A unit from the Troops, Heavy Support or Fast Attack sections of the army list with 3,000 or more experience points becomes Elite. These specialised troops are often called upon to fight in other battles and their availability is limited. To represent this, Troops, Fast Attack and Heavy Support units with 3,000+ experience count as Elite troops for choosing the army, deployment and so on in subsequent battles.

Changing a Unit

A unit gains experience by working together as a team and growing more familiar with its weapons. If new recruits are brought in, the unit's experience will deteriorate as the overall skill level is brought down. This is represented by losing experience points when the unit is reduced to half strength or wiped out.

However, if a unit is issued with new equipment or otherwise has its role altered it may have to spend some time regaining its experience, although it is also possible for a unit to be changed and the fighters to take to their new role without any loss of experience. For every change made to a unit (each new member, different leader and so on), make a standard Leadership test. If the test is passed, the change has no effect on the unit, if the test is failed the unit loses a number of experience points as indicated on the chart below.

Experience Lost for Changes

Change madeExperience lost if Leadership test failed
Change in numbers-100 experience for each squad member added or taken away.
Weapons/equipment change-100 experience for each weapon/piece of equipment taken away or added.
Transport change-100 experience for a transport vehicle added or taken away.
Change of leader-D3x100 experience for changing the squad leader (adding or taking away an Exarch, Veteran Sergeant, Chaos Champion, etc).

For vehicles use the Vehicle Leadership Values: Chaos 8, Dark Eldar 8, Eldar 8, Imperial Guard 7, Orks 7, Sisters of Battle 8, Space Marines 8.

Example 1: Squad Vengeaus is a Space Marine Tactical squad with a Sergeant and 6 Space Marines. They have 885 experience points. The Space Marine player decides he wants to upgrade them so that they are ten strong and carry frag grenades. This means adding three members (count as three changes) and one weapons change. This potentially reduces their experience by (4x100) 400 experience unless they can pass four Leadership tests. The unit passes three of the tests (being well trained Space Marines), leaving them with only a -100 experience penalty. Their experience is therefore reduced to 785 points.

Example 2: The Bonepounder is an Imperial Guard Leman Russ battle tank. It is armed with its standard battlecannon and a hull-mounted heavy bolter and has 945 experience points. The Imperial Guard player wants to up-gun the Bonepounder and so swaps the heavy bolter for a lascannon (1 change) and fits heavy bolter sponsons (1 change). This means that its experience will be reduced by 2x100=200 unless it can pass two Leadership tests. Unfortunately, the Imperial Guard player fails both of the tests, leaving the Bonepounder with 745 experience, but some more guns!

Infantry Battle Honours

D6Skill
1Street Fighters — If the unit is in cover, then its saving throw for cover is increased by 1 point (normally 4+ rather than 5+).
2Hardened Fighters — The unit may ignore negative modifiers for Morale checks and tests for regrouping (eg 50% casualties). In effect, the unit will always use its standard Leadership for these tests. Space Marines re-roll this skill.
3Steadfast — The unit may attempt to regroup even when below 50%.
4Guerrillas — The unit rolls an extra D6 when moving through difficult terrain, and picks the highest for its Movement as usual. Units with jump packs re-roll this skill.
5Tank Hunters — The unit always passes any tests for tank shock and adds +1 to all armour penetration rolls.
6Counter-attack — If a close combat involving this unit is a draw, the side with this unit automatically wins the tie-breaker. If both sides contain a unit with the Counter-attack skill, then roll off as normal.

Bike/Cavalry Battle Honours

D6Skill
1Skilled Riders — The unit may re-roll any 1s rolled for difficult terrain tests. The second roll counts, even if it is also a 1.
2Rapid Deployment — After both armies have been deployed the unit may move an additional 6", treated just like normal movement. If the unit starts in Reserve, then you may add +1 to all rolls for that unit when testing to see if they turn up.
3Hardened Fighters — The unit may ignore negative modifiers for Morale checks and tests for regrouping (eg 50% casualties). In effect, the unit will always use its standard Leadership for these tests.
4Resolute — The unit may re-roll any failed Morale checks. The second roll stands, even if it also fails.
5Counter-attack — If a close combat involving this unit is a draw, the side with this unit automatically wins the tie-breaker. If both sides contain a unit with the counter-attack skill, then roll off as normal.
6Lightning Charge — If the unit makes an assault into the enemy and wins, the enemy suffers an additional -1 modifier to their Leadership for the subsequent Morale check.

Vehicle Battle Honours

D6Skill
1Terrifying — Tanks: any unit testing for tank shock inflicted by this vehicle suffers an additional -1 modifier to its Leadership. Other vehicles: the vehicle causes tank shock if it moves through the enemy, just like Tanks.
2Fast — The vehicle now uses the rules for Fast vehicles. However, it must still be stationary to fire ordnance. Vehicles which are already Fast re-roll this skill.
3Reinforced armour — Reduce any damage rolls made for the vehicle on the Glancing Hits table by -1, treating results of less than 1 as 1. If the vehicle is open-topped then this reinforced armour bonus will negate the normal +1 modifier when rolling on the Glancing Hits table. Penetrating Hits still add +1 for open-topped vehicles with reinforced armour.
4Tank Hunters — The vehicle may add +1 to all armour penetration rolls.
5Hardened Crew — The vehicle treats all 'Crew Stunned' results on the damage tables as 'Crew Shaken' (result 1-2 on the Glancing Hits table).
6Skilled Gunnery — Nominate a weapon at the start of the shooting phase. You may re-roll any missed to hit rolls with this weapon that turn. For ordnance, this allows you to re-roll the Scatter dice. You can only re-roll the dice once, so there is no benefit from this skill for linked weapons. You may only re-roll one weapon in any turn, though you may change which weapon you fire each turn.

The Army Lists

This section of the book contains a series of army lists for many races of the Warhammer 40,000 universe. The army lists describe the types of troops available to an army, their weapons, armour, and fighting prowess. The army lists also indicate the points values of your troops so that you can work out armies and plan additions to your forces. Each of the army lists is split into five sections, corresponding to the five sections found on the force organisation charts. A brief description of the types of troops found in each section and the overall structure of an army is provided below.

HQ. The HQ (short for Headquarters) contains heroes, officers, advisors and numerous other specialists who lead your armies into battle. Often these are the most experienced and battle hardened warriors in your army. The HQ is the 'brain' of your army, and leads your army to and on the battlefield.

Elites. Armies often have access to troops who are well trained, carry special and unusual weaponry or are simply battle hardened veterans of many campaigns. These elite troops are highly valued by a commander and their scarcity means that they must be used wisely. A good example are Space Marine Terminators. These awesome warriors are the finest in a Space Marine Chapter and are trained in the use of the revered and much feared Tactical Dreadnought armour. However, such is the rarity of the armour and weaponry that an army is only likely to have a few squads of Terminators available.

Troops. All armies contain large quantities of rank and file troops. They may not be the best trained or best equipped forces in your army, but they are the most numerous and they can usually be replaced with fresh recruits quite easily — though this isn't always the case, especially with highly trained troops like Space Marines. These types of troops are the most flexible. Typically they are equipped to fight equally well at long range as well as at close quarters. Some members of the squad may be equipped with a potent heavy weapon to increase the squad's firepower or allow it to deal with the likes of a battle tank, while the squad leader might typically be armed with an additional hand-to-hand combat weapon and can make all the difference between victory and defeat in an assault.

Fast Attack. Speed is a vital factor in warfare, and the ability to make swift outflanking attacks or quickly seize objectives should never be underestimated. Fast moving troops are also useful in defence, moving rapidly to where the fighting is thickest, plugging gaps in your defences and mounting counter-attacks to drive the enemy back. Typical examples of Fast Attack troops are Space Marine Assault squads, equipped with jump packs that allow them to bound across the battlefield and swiftly engage the enemy, or squads of sleek Eldar jetbikes that move quickly and effortlessly over the battlefield, mowing down opponents with deadly shuriken catapult fire.

Heavy Support. All armies have access to awesome war machines, battle tanks and squads of troops armed with some seriously heavy firepower. The tactics of these units is simple — pound the enemy into the ground and blast them to smithereens with huge guns, tanks, batteries of heavy weapons and hulking big Dreadnoughts! Heavy Support units normally have weapons with quite long range, and this allows them to stand near the back of the battlefield providing supporting fire for the other elements of the army as they make their attacks.

Structure of an Army List

The army lists are split into two main components. The first part is the army list itself, which contains entries detailing all the different types of squads, vehicles, characters and other machineries of destruction that can be included in your army. The second component is the force organisation chart. This shapes an army for a particular scenario or mission and gives an idea of the balance of different units to include.

The army lists are split into five distinct sections. All of the squads, vehicles and characters in an army list are placed in one of the five sections depending upon their role on the battlefield. Characters, heroes, and officers are likely to be army leaders and are included in the HQ section. Well trained and specially equipped squads and vehicles are quite rare and included in the Elites section. The vast majority of basic troopers that form the core of any army are included in the Troops section. The Fast Attack section contains fast moving forces — for example, squads with jump packs, cavalry and bikes — that are good for making strikes into and behind enemy lines and sweeping flank attacks. Finally the Heavy Support section contains Dreadnoughts, battle tanks, artillery guns and heavy weapon batteries which can lay down supporting fire for the rest of the army.

Everything in the army lists is given a points value. This allows you and your opponent to pick armies of equal value and therefore have a fair and balanced game. The points cost of squads, tanks and characters varies. Models armed with highly effective weapons, that are good shots or better fighters will have a higher points value compared to less skilled or less well equipped troops.

Some units in the army lists are only available in limited numbers. Where this is the case the entry will be noted as being 0-1, 0-2 and so on. The number indicates the maximum number of units of that type which you can include in your army. For example, in the Ork army list it states you may have 0-1 Warboss, so you can pick a maximum of one Ork Warboss for your army.

Many of the army lists have appendices at the end. This section includes a few notes and even some army list entries. These give guidelines to players who may wish to use unusual armies, such as Eldar jetbike armies, or Dark Angels Ravenwing forces.

Force Organisation Charts

The force organisation charts are the key to using the army lists because they tell you how many choices you can take from each section of the army list. For example, the chart for the standard missions allows you to take up to two choices from the HQ section of your army list, up to six choices from the Troops section, and up to three choices from each of the Elites, Fast Attack and Heavy Support sections.

The number of choices you may make from each section of the army list changes from scenario to scenario, and there is a force organisation chart for each scenario. However, when you start collecting an army it is best to use the organisation chart from the standard missions as your starting point.

Although the force organisation chart imposes limitations on what you can include in your army, more often than not this helps to shape your army rather than restrict it. For example, if you are going to attack a heavily defended position then having lots of Fast Attack is going to be very useful, so you can get to grips with the enemy as soon as possible. If you are the defender then Heavy Support is going to be useful for blowing up enemy transports and fast moving forces before they get too close, and so on.

Using the Force Organisation Charts. A force organisation chart is split into five categories that correspond with the army list: HQ, Elites, Troops, Fast Attack and Heavy Support. Each category has a number of boxes. Each box allows you to take one choice from the appropriate section of the army list.

A single choice from the army list can be quite varied and could be a squad, a single vehicle, a unit of vehicles, an individual character or even a whole platoon of troops consisting of several squads and different options. Whatever it is, it will count as one of your choices from the force organisation chart. Each of your choices will have a detailed entry in the army list which will contain a brief description of the troop type, its profile, points cost and full details of weapon, equipment and characteristic upgrades.

A dark box means that you must make a choice from that section. For example if the force organisation chart has six boxes in the Troops section, and two of these boxes are dark-coloured this means that you must take at least two choices from the Troops section — though you can have up to six.

Choosing an Army

Once you and your opponent have decided which scenario you are going to play, you will be able to choose your armies using the army lists and the force organisation charts.

Size of Game

When you choose an army for a game, you must first agree upon a size to the game. This is done by deciding how big — in terms of total points value — your armies are going to be. If you wish to play a small game that will last a couple of hours then choose a low points value, say 500 to 1,000 points. Players with larger collections of miniatures will want to play larger battles. For this choose a higher points value, say between 1,500 and 3,000 points. This will give you a game that will rage for most of the day.

Choosing Units

Using the army list and force organisation chart you can now choose your army. Remember that there may be some compulsory forces that you have to include in your army. For example, in the force organisation chart for the Standard missions these are one HQ choice and two Troops choices. It is a good idea to include these first and then you can spend the remaining points on the rest of your army.

Remember that you can only take limited numbers of units which are marked as being 0-1, 0-2, etc. These restrictions are in addition to any which are imposed by the force organisation chart for the mission you are playing. In very large games (ie those of over 2,000 points) the restrictions on the number of units of a particular type apply to each army you are fielding. So for example if you fielded a 3,000 point Ork army by using two force organisations you could choose up to one Ork Warboss in each organisation.

For each choice look in the relevant section of the army list and decide what unit you wish to have in your army. If the unit is an Infantry squad or Vehicle Squadron, the first thing to do is to decide how big the unit is going to be. Almost all squads have a variable size, typically being between five and ten models. You may also take weapon options and model upgrades for the unit, as described below. In most cases vehicles form individual choices and their points value is the cost for a single vehicle.

Once this is done go back and make another choice from the force organisation chart. Continue doing this until you have spent all your points. You mustn't go over the points limit and you may find that you have to go back over the army and remove a few upgrades or models so that you remain under the agreed points limit.

Weapon Options & Upgrades

Once you have decided how big the unit will be, you can pick any weapon options and model upgrades that you want. These represent special items of equipment that are not issued to all troops, or special troops that are not included in all units.

However, and this is very important, any weapon options or model upgrades you take must be represented on or by the models in the unit. You cannot field models that are equipped with weapons and wargear that is not shown on the model, and you may not add model upgrades to a unit unless you have the appropriate model in your collection. The intent of this rule is that when an opponent looks at your army, 'what he sees is what he gets'.

For example, if your Space Marine squad is led by a Veteran Sergeant armed with a power fist, then the model must have a power fist represented on it. Or, if you want your squad to be equipped with a missile launcher, then you must have a model with a missile launcher, and so on. The only exception to this are 'grenade' upgrades (typically frag and/or krak grenades), which may be taken even if a model is not obviously carrying any grenades.

Important: Note that if you take a weapon option or upgrade, then the model's 'standard' weapons are lost. So, if you upgraded a Space Marine armed with a bolter to being armed with a missile launcher, the bolter would be lost. The only exception to this, once again, are grenade upgrades, which allow the model to keep its original weapons as well as taking the upgrade.

Codex Books

As well as the Warhammer 40,000 game itself, Games Workshop has a series of supplements planned. Under the title of the Warhammer 40,000 Codex series, each book will be a guide to collecting a particular army. Included in each Codex will be a painting guide, example armies and collecting hints and tips, an army list, background information, ideas for scenarios and campaigns and as much extra information as we can pack in.

As we release these Codex supplements the army list in this book will become redundant as the army list in each of the Codex replaces the one in this book. This means that in all cases the army list printed in a Codex takes precedence over the ones printed in this book.

Army Special Rules

The army lists in this book cover the Space Marines, Dark Eldar, Tyranids, Eldar, Chaos Space Marines, Imperial Guard, Orks, Sisters of Battle and Heroes of the Imperium. Each list carries its own unit entries, points values and wargear lists; the army-wide special rules are given below.

Space Marines

'And They Shall Know no Fear'. Space Marines automatically regroup as they fall back, even if the squad has been reduced to less than 50% casualties. If the enemy advance onto them they are therefore not destroyed and this is treated as a new assault (enemy striking +1 A in the following turn) in the same way as a sweeping advance. If the enemy do not advance onto them they are free to move, shoot and assault normally in their following turn.

Eldar

Rune Armour. Eldar psykers wear special rune armour, which gives them an invulnerable saving throw of 4+.

Witchblades. Eldar psykers carry potent force weapons known as witchblades, which may take the form of a spear, sword or some other weapon. A model with a witchblade always inflicts a wound on a roll of a 2+ in hand-to-hand combat (but only inflicts 1 wound with each hit). Armour saving throws are taken normally. Against vehicles, a witchblade allows the bearer to triple their Strength characteristic when working out armour penetration.

Tyranids

Synapse Creature. Any Tyranid unit with a model within 12" of a synapse creature (such as the Hive Tyrant) automatically passes any Morale checks and tests to regroup it is required to make.

The Horror. Any enemy unit that wishes to assault a Hive Tyrant must take a standard Morale check. If the check is failed, the unit will fall back as normal.

Monstrous Creature. The Hive Tyrant is a huge and immensely strong opponent. It is treated as a Monstrous Creature and therefore rolls 2D6 for armour penetration and ignores opponents' armour saves in close combat.

Imperial Guard

Leadership. Any Imperial Guard squad within 12" of a Command HQ may use the Leadership value of the Captain or Colonel leading the Command HQ for all Leadership tests.

Commissar — Inspirational Leader. The Commissar must lead one of your Imperial Guard squads. He cannot leave the squad that he is leading during the battle. You may take no more than one Commissar per squad.

Orks

Ork hand-to-hand weapons.

  • Close Combat Weapon/Choppa/Rusty Medical Instruments/Grot-prod/whip, etc: Roll to wound with the user's Strength characteristic. Opponent may take armour saves as normal. (Orks call anything that is sharp and used for hand-to-hand fighting a 'choppa'. Whatever the weapon looks like, it's treated as a close combat weapon as far as the rules are concerned, unless it's a big choppa, in which case it's treated in the same way as a power weapon.)
  • Big Choppa: Roll to wound with the user's Strength characteristic. Any wounds inflicted by these weapons ignore the opponent's armour save.
  • Power Claw: The user may double his Strength characteristic up to a maximum of 10 when rolling to wound. Any wounds inflicted by these weapons ignore the opponent's armour save. Models armed with a power claw always strike last in close combat.
  • Dreadnought Close Combat Weapons: The user may double his Strength characteristic up to a maximum of 10 when rolling to wound. Any wounds inflicted by these weapons ignore the opponent's armour save. Note that the Dreadnought does not have to strike last!

Ork Mobs. An Ork mob has to check morale in the same way as any other unit. However, if the mob fails a test it will immediately 'check size'. Roll 2D6 — if the score is equal to or less than the number of Orks (not Gretchin) in the mob then the Orks carry on, confident in the belief that there are enough of them left to fight and win. Their courage is bolstered by their comrades, spurring them on to battle. This means that an Ork mob with 12 or more Ork models left will always fight on, regardless of any casualties it might have received.

Orks falling back can attempt to regroup normally if there are enough left... but this rarely happens as Orks will only withdraw once most of them are dead. However, an Ork unit of any size can attempt to join another mob or 'mob up'.

When Orks fall back they can move towards any Ork mob that lies behind their own position. If any withdrawing Orks get within 6" of the new mob once moves are complete then the withdrawing mob can attempt to join up with the other one. Make a 2D6 roll against the Leadership of the mob which is falling back. If successful, the two mobs combine together ('mob up') and the previously withdrawing mob can immediately move up to 6" so they are in proper formation.

Only Ork foot troops will mob up in this way — bikes, Boarboyz and Stormboyz may not mob up.

Gretchin. Gretchin are notoriously cowardly by Ork standards so they are commonly led by an Ork known as a Slaver. In the case of these units Morale checks are made against the Ork's Leadership value as you would expect — but there is no mob rule for Gretchin. Grots don't count when it comes to counting heads!

Heroes of the Imperium

Combi-weapons. Many Imperial characters have access to special combi-weapons. A combi-weapon is essentially two weapons joined together, and gives the character a choice of two weapons to fire. A character armed with a combi-weapon may choose to fire one of the weapons in the Shooting phase. The weapon follows all the normal rules for its type. Note that you may not choose to fire both weapons at once.

Rosarius. A model protected by a rosarius gains a 4+ Invulnerable save which can be used instead of the model's normal save.

Rules Clarifications and Designers' Notes

Shooting

Measuring ranges. Measuring exact ranges between models is always a bit of a problem. Why? Because the models are immensely variable and may have limbs or weapons which protrude a considerable distance. We advise measuring from the base edge of a firing model to the base edge on the target model. Alternatively you could measure to and from the centre point of a model (or base) if you like, though this can be a bit hard to determine on some models. Ultimately it's unimportant which convention you use as long as you are consistent about it.

Cover. When is a unit in cover? The answer is only when it's very obvious that the unit is in or directly behind and touching terrain which would shelter it from enemy fire. This means that the line of sight must cross the terrain for it to be effective as cover, or the target must be positioned in an area of terrain which gives it cover. Whether a model benefits from cover only if it's fully behind or in it, or if not how much of the model needs to be covered is left to player choice — trying to apply a hard and fast rule is inappropriate.

How we play cover depends on just how much terrain is on the battlefield — if there's lots of cover we only count models in cover if they are completely in it or behind it; if terrain is sparse we're more generous and count models as in cover even if they are only partially in or behind it.

Intervening Terrain. It's quite common to end up with a situation where a unit is firing over or through a piece of cover to hit a target which is beyond it. The protection afforded by terrain being between a unit and the enemy is represented by the way it blocks line of sight, so as a rule of thumb we do not apply cover saves to units which are not actually in or directly behind cover. You may decide otherwise — it really depends on how often it comes up in your games and with your terrain.

Guess Range Weapons. When firing with 'guess range' weapons it is customary to nominate a target point or a single target model as well as a distance — that way the path of the projectile is clear.

Assault

Assaulting More Than One Unit. Sometimes large units (like Ork mobs) get into a position where they can assault several enemy units at once. It is perfectly permissible for a unit to charge into combat with multiple opposing units, provided that it engages the closest enemy unit first, then the next nearest and so on until it runs out of models close enough to move into base-to-base contact. They cannot ignore one of the closer units in favour of one of the units which is further away. Remember that the models must be moved directly into contact where possible.

Consolidating. The option to consolidate after winning a close combat is to represent a more measured approach to reoccupying a position or moving into cover rather than haring off after the defeated enemy. It is possible for a consolidating unit to move models into close combat with a nearby enemy unit — this represents the sprawling melee engulfing new opponents rather than a distinct charge into combat. In this case neither side counts as charging in the next round of close combat and the consolidating unit may not be fired at in the way that a unit making a sweeping advance can.

Outnumbering the Enemy. For simplicity, working out whether a unit is outnumbered in close combat by its opponents is based entirely on how many models are in the opposing unit. In some cases (Ogryns vs Gretchin for example) you may decide to use the number of wounds the models have to calculate outnumbering. For example, in a fight between 2 Ogryns (6 wounds) and 5 Gretchin (5 wounds) the Ogryns would 'outnumber' the Gretchin! In a similar way, you might decide to count Dreadnoughts as the equivalent of 4 or 6 models for the purposes of outnumbering.

Mass Rolling Versus Individual Fighting. In close combat it is assumed that it will generally be more convenient to roll for a whole unit's attacks all at once. However, this is a bit of an abstract approach and in particularly confused combats involving several characters or different troop types it's perfectly OK to roll attacks for individual models instead. Basically, use whichever method will resolve the combat with the least fuss; in terms of the game it will make little difference to the end result.

Morale

Voluntary Fall Back. Sometimes your troops will end up in a no-win situation — ordinary infantry fighting Dreadnoughts or Greater Daemons in close combat, for example. As their commander you may well want to pull your troops out of a dangerous situation before it gets any worse. For clarity the rules assume that the chance of your troops seeing sense and falling back of their own accord is left to the vagaries of the dice. However, there is a good argument for being able to voluntarily fail any Morale check you are forced to take. Simply don't roll the dice, just make the fall back move. If you fall back from a close combat then your opponents can pursue as normal and will wipe you out if they catch you.

While this rule is nice for giving you more control over your troops and preventing them from getting chewed up in stupid fights, it does make high Leadership troops (and especially Space Marines) even better. Given that there are plenty of ways to exploit this rule horribly we'd recommend you only use it if both players agree to it before the game.

The Crossfire Rule. This is a very important rule, so it's best to get it clear in everyone's mind. The Crossfire rule is intended to reward players who have cunningly worked their troops into a position where they have cut off their enemies' escape route. Imagine the scene: a unit is falling back from the enemy, trying to stay out of sight and firing the odd shot as they make for their own lines. They blunder into an enemy unit right behind them, panic, get blasted at point-blank range, assaulted and most of them are either killed or taken prisoner in a few heartbeats.

In order for a unit to catch a retreating enemy in a Crossfire like this they must be relatively free of distractions, which is to say they could not be engaged in close combat either with the unit which is falling back or another unit. Likewise they could not be falling back themselves or pinned by barrages, sniper fire or something similar. In a similar vein the unit couldn't Crossfire an enemy unit if they were separated from it by impassable terrain like a high wall or a cliff for example. Basically you will have to apply some common sense as to when Crossfires take place and when falling back units will be able to escape.

Tank Shock. Like the Crossfire rule it is important to understand the intention of Tank Shock. Tank Shock represents the understandable horror a flesh and blood infantryman feels when he is in danger of being run over and crushed by some huge great war machine. In order to inflict Tank Shock the tank must be prepared to move into the midst of a unit, moving past so that they will 'clip' one or two models is not enough. Likewise a Skimmer tank cannot simply fly overhead and force infantry below them to scatter. A tank may not move into a close combat in order to force a Tank Shock check, or in fact move over friendly models at all. If you find Tank Shock is being used in an excessively gratuitous fashion you may find it useful to limit tanks to attacking only one enemy unit with Tank Shock per turn.

Vehicles

Vehicles Moving. In the previous versions of Warhammer 40,000 vehicles were subject to various restrictions on how far they could turn during a move, depending on their speed. This edition of the rules has dispensed with turning restrictions in favour of limiting firing by vehicles on the move. This means that vehicles can turn on the spot, move backwards or use any other combination of manoeuvres to get where they are going. This is entirely deliberate, the restrictions are on how far a vehicle can travel during a given move not how it manoeuvres to get there.

Vehicles Shooting. One of the biggest bones of contention for many players is the way that firing by vehicles is strictly limited. This is primarily to balance the capabilities of infantry off against vehicles. Vehicles mount an impressive arsenal of weapons and can move quickly, but they can't do both at the same time. While we may all be impressed by news footage of tanks racing across the desert, the fact remains that they have to be able to spot a target to be able to engage it. In an area where the terrain could be full of lurking infantry with meltaguns, vehicles have to move cautiously, so they are going to seem slow and ponderous in comparison with the infantry.

Scenarios

Placing Terrain. Placing terrain in an interesting and well-thought-out fashion is a big help in getting an exciting game. If you try to come up with a theme for the tabletop battlefield you are creating it'll help immensely — is that group of buildings you just placed a ruined settlement, a research station, a factory or what? Is the battlefield very hilly or comparatively flat? Another good tip is to clump terrain together and avoid intermingling things. For example, if you're going to have woods or jungles on the tabletop place two or three areas fairly close to each other and don't place buildings in amongst them. Ideally you should be able to stand back from your table and see distinct areas of buildings, woods, hills and so on which are 6"/12"/18" apart.

Army Lists

Many long-term players probably already have armies of painted miniatures for Warhammer 40,000. Older figures can also be found in back catalogues. These may throw up some problems as a number of the vast plethora of weapons in the last edition of Warhammer 40,000 have been restricted to particular troop types or characters only, or else grouped together into broader categories. If you do have models armed with weapons they can no longer take you may have to count power swords as normal swords, power axes as normal axes and so on. To help out here's a brief list of what weapons count as:

  • Close Combat Weapons: chainsword, power maul, power mace, sword, axe, club/maul/bludgeon, spear/halberd, chain/flail, massive sword/axe/club, hand flamer, Tyranid bonesword, Tyranid lashwhip, Tyranid spinefist, plague knife, chain axe, Rough Rider hunting lance, digi-lasers, needle pistol, web pistol, Eldar Harlequin's kiss, Eldar laser lance.
  • Power Weapons: power axe, power sword, Crozius Arcanum, all force weapons.
  • Power Fist: chainfist, lightning claws, thunder hammer.

Points Values. You may have noticed that the costs for some weapons, in particular the heavy weapons, are not consistent. This variation in points value is not a mistake and has been done deliberately for a number of reasons:

  • Better shots: If a model has a high Ballistic Skill then it will have a better chance of hitting its target and over the course of a game it will hit more times. This makes a powerful weapon more valuable in the hands of a model with a high Ballistic Skill.

Buildings

The buildings one may encounter on the battlefields of the Warhammer 40,000 universe are many and varied. They range from the small, primitive structures built by tribesmen on a feral planet, through to huge futuristic skyscrapers. Coping with this huge variety of different buildings can cause problems, generally at the most inopportune moment when the battle is raging at its fiercest.

The first thing to say about any type of tabletop terrain is that it is well worthwhile discussing with your opponent what effect the different types of terrain will have before the battle begins. Many people have their own ways of dealing with terrain, and finding out halfway through the battle that what you thought was impassable jungle appears to your opponent to be only light forest can cause problems, to say the least.

This aside, the effect of most types of terrain is easy to work out and usually causes no problems during play. The exception tends to be intact buildings. With a ruin it is possible to place models in any position they might reasonably be expected to occupy. With a battle bunker it is not possible to actually place models inside, as the bunker is glued together and the roof won't come off. To get round this we've come up with the following rough and ready rules, based on the types of buildings we use on our wargames tables. Please feel free to modify them to suit your own model buildings.

  1. Models can enter or exit a building if there is a doorway or other opening large enough for the model to clamber through. This aside, moving into or out of a building is treated in the same way as mounting or dismounting from a vehicle. Models entering a building are removed from the table. Note down where they are on a piece of scrap paper if you think you'll forget.
  2. Buildings are divided into sections. A section is usually a floor of the building, but very large buildings can have each floor subdivided into 6" square blocks if you wish. Once a model is in a building it can move into an adjacent section each movement phase. If you wish you can say that it isn't possible to move from one section to another (if there aren't any stairs, for example).
  3. Up to twelve models can occupy a single section. If at all possible you must keep all of the models in a unit together in the same section. If this isn't possible then any excess get 'left behind' in the last location occupied (eg just outside the building, back on the ground floor when the rest of the guys move up a level, etc).
  4. Up to half the models in a section can shoot out at the enemy, or into an adjacent section. Attacks made at enemy models outside the building may not be made through a wall that doesn't have any doors, windows or other openings. Measure the range and check the line of sight from the opening the attackers are using to fire through.
  5. Shooting at models in a building is dealt with normally, with the exception of weapons that use a template. As the enemy models aren't on the table, we use the following abstract mechanisms for blast markers and flame templates:
    • Blast Marker: If a hit is scored, roll a D6. On a roll of 1-5 the blast explodes outside the building and affects no one — the attack has no effect. On a roll of 6 the blast explodes inside the building and all enemy models in the section under attack are hit! Roll to wound and to save normally.
    • Flame Template: All models in the section under attack are hit! Roll to wound and to save normally.
  6. With the exception of the small bunkers covered in the mission special rules we don't allow players to target buildings themselves. Whenever we've allowed such attacks to be made we've found that players get completely carried away demolishing buildings, and in any case we rarely have substitute 'ruined' buildings to take the place of those that have been knocked down.
  7. Models can assault enemy units in a building. You must move the attacking models so that they are touching a doorway or other opening large enough to clamber through. Up to two attackers may assault through each opening, and each attacker may be fought back against by up to a single defender (for example, seven attackers would fight up to seven defenders). All models fight with their full number of attacks, including bonuses if charging and/or double-armed. The defenders count cover in the first round of the combat. If the attackers lose and fail their break test then they flee as normal, but the defenders may not advance after them. If the defenders fail a break test then they and any other units in the section under attack are wiped out, and the attackers may consolidate by moving into the building.
  8. Models inside a building may attack enemy models in an adjacent section. D6 attackers fight D6 defenders (roll separately for each side), with the defenders counting as being in cover. Each player is allowed to pick which of his models will fight. If either side breaks then they and all other models occupying the same section of the building are wiped out, and their opponents may advance into the empty section.
  9. You'll find that some buildings won't have obvious doors or stairs allowing access to a location that models clearly should be allowed to move to. In circumstances like this we simply assume that there are doors or ladders which allow access to the location.

Models inside a building may move up to the roof, just like moving to another section. These models can be seen and shot at normally, counting cover, but can only be assaulted by troops with jump packs, skimmers, etc. A fortified tower confers a 4+ cover save for the parapet; troops can reach the top by spending a turn climbing the ladder. A gun pit counts as cover with a 4+ save, but can be attacked by anybody (note that there's no cover at the back!).

Reference Summary

Pre-battle Sequence

  1. Choose a scenario.
  2. Decide the attacker and defender.
  3. Choose an army.
  4. Randomly determine a mission.
  5. Follow mission set-up instructions.

Turn Sequence

  1. Movement.
  2. Shooting.
  3. Assaults.

Movement Summary

Unit typeMoveAssault
Infantry6"6"
Vehiclesup to 12" (Fast up to 24")cannot assault
Walkers6"6"
Bikes12"6"
Jump pack12"6"
Cavalry6"12"

Difficult Terrain Rules

Difficult Terrain: Infantry moving through difficult terrain roll two or more D6. The higher of the numbers rolled is the distance the models move in inches (one roll covers all the models in a unit). Any models that do not move through difficult terrain may make a normal move.

Jetbikes, Jump Packs & Skimmers: May pass over difficult or impassable terrain without penalty. If the model starts or ends its move in such terrain however, roll a D6. On a 1 the model crashes and is removed.

Vehicles: Roll a D6 for every vehicle moving through difficult terrain (apart from Skimmers). On a 1 the vehicle crashes and is immobilised.

Shooting Phase Sequence

  1. Choose a target.
  2. Check range.
  3. Roll to hit.
  4. Roll to wound.
  5. Target takes saving throws.
  6. Remove casualties.

Armour Piercing: Compare the weapon's Armour Piercing value to the target's Save. If the AP value is equal to or lower than the Save, the target suffers a Wound with no save allowed. Otherwise the player rolls a D6; if the score equals or beats the model's Save the saving throw is made and the model does not suffer a Wound.

Additional Weapon Rules

Blast weapons: Roll to hit. If a hit is scored, place the Blast marker over the target unit. Your opponent may reposition the marker so it covers the same number of models (or more) in the unit. Models wholly under the template are automatically hit; models partially under it are hit on a D6 roll of 4+.

Flame weapons: No roll to hit is needed. Simply place the flame template so the narrow end touches the firer and the rest covers the target unit. Any model touched by the template (apart from the firer!) takes a hit.

Assault Phase Sequence

  1. Models making an assault move into contact with the enemy, testing for difficult terrain if needed.
  2. Models fight in Initiative order, highest Initiative first. Models in cover go first regardless of Initiative. If troops assaulting with frag grenades, models fight simultaneously.

Number of Attacks. Models in base-to-base contact get a number of attacks equal to their Attack characteristic. Models gain +1 Attack for assaulting and +1 Attack for two weapons. Models within 2" of a friendly assaulting model get 1 attack and use their basic Strength value.

Rolling to hit. Compare the attacker's Weapon Skill to the defender's Weapon Skill. This shows the score required to hit. Roll a D6 to hit for each attack.

Rolling to wound. Compare the Strength of the attack with the Toughness of the defender. The resulting number is the score needed on a D6 to cause a wound. 'N' means there is no chance to wound.

Combat Results

The side that inflicts the most Wounds is the victor. The losers must take a Morale check. If both sides inflict an equal amount of casualties upon each other, each side rolls a D6 — the highest score wins the combat. If this roll is also tied, the combat is drawn.

Advancing & Consolidation: If the enemy fall back, the winners may advance 2D6" in the direction the enemy fall back. If they beat the enemy's fall back distance, the enemy is wiped out. If the unit does not advance, each model may consolidate by moving up to 3" in any direction.

Drawn Combat: Models not in contact with the enemy must move up to 6" forward to get into combat. Each side rolls a D6, whoever gets the highest score moves their models first.

Morale Checks

Take a Morale check if the unit takes 25% casualties from shooting, suffers Tank Shock, or loses an assault. Roll 2D6 and compare the score with the unit's Leadership. If the score is equal to or lower than the Leadership the Morale check is passed; otherwise the unit falls back.

Leadership modifiers:

  • -1 Below 50% of starting strength
  • -1 Outnumbered in assault
  • -2 Outnumbered 2:1 in assault
  • -3 Outnumbered 3:1 in assault
  • -4 Outnumbered 4:1 or greater in assault

Falling Back: Units fall back 2D6". Halve this score if the unit moves through difficult terrain. Units falling back may shoot as normal (counts as moving for heavy and rapid fire weapons). A unit falling back may not assault. A unit which is falling back and is assaulted gets one chance to regroup (no modifiers apply). If it fails it is wiped out.

Regrouping: A unit can attempt to regroup as long as it is over 50% of starting strength, has no enemy within 6", and all models are within 2" unit coherency. A unit falling back through cover gets another chance to regroup, and a unit reaching the table edge gets one last chance to regroup before it is removed (normal limitations apply to these checks).

Vehicle Damage Reference

Roll a D6 and add the Strength of the attack, and compare the score with the vehicle's Armour Value. If the score is equal to the vehicle's Armour Value it is a glancing hit; if it is greater it is a penetrating hit.

Glancing hits: 1-2 Crew Shaken (may not shoot next turn); 3 Crew Stunned (may not move or shoot next turn); 4 Immobilised (may not move for the entire game); 5 Weapon Destroyed (one weapon chosen by opponent); 6 Vehicle Destroyed.

Penetrating hits: 1 Crew Stunned; 2 Immobilised (may not move for entire game); 3 Weapon Destroyed (one weapon chosen by opponent); 4 Vehicle Destroyed!; 5 Vehicle Destroyed! — scatters D6 inches; 6 Vehicle Destroyed! — explodes, D6" radius, models take a wound on a 4+, saves allowed.

Skimmers: Only glancing hits if moved over 6" in previous turn. If immobilised, the skimmer is destroyed.

Open-topped: Add +1 to all Damage rolls.