Tally Victory Points and Declare a Victor 


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Tally Victory Points and Declare a Victor



 

At the end of the game, sum up all the Victory Points that apply to each side. The side with the most Victory Points is declared the winner of the battle unless some alternate arrangement was agreed upon back in Step 5.


 

 

General Rules

Note: wherever there is a conflict of rules, the most specific rules may override the more general rules.

 

Characteristics

 

Not all people are created equal — the same holds true for models in the Warhammer 40,000 game. Leaders, for example, are more experienced, more brawny, and have more nerve by far than your average foot trooper. A biological monstrosity consisting of a swarming mass of tentacles will be a better fighter in close combat than a run- of-the-mill grunt.

 

To reflect battle realities like these, nearly every model in the game has certain characteristics. This is a common concept in games of this nature; they‘re simply a numerical way of describing the model in terms of game mechanics. In all cases, the higher the number, the better.

 

Zero-Level Characteristics

Some models have been given a 0 for certain characteristics, meaning they have no ability whatsoever in that area

— or that that characteristic just doesn‘t apply to them. The most common place you‘ll see this is in creatures that are  purely  close  combat  machines  (Genestealers  (196),  Hormagaunts  (196),  etc.),  and  have  a   0  BS,  since  they  lack

projectile weapons or the ability to use them.

 

Characteristic Profiles

Each model has a profile of its characteristics; this profile is given in the Army List(s) with which the type of model is associated. For example, you‘ll find an Imperial Guardsman (read: common grunt) characteristic profile in the Imperial Guard Army List, and it looks like this:

 

Troop Type M WS BS S T W I A Ld
Guardsman 3 3 3 3 3 1 3 1 7

 

From left to right across the top, the characteristics are explained below.

 

Movement (M)

This is the ability of a model to move. Ordinarily, a model may move a number of inches equal to its Movement

characteristic in the Movement Phase (23). For reference, most human models have a M of 4; Eldar models frequently have an M of 5, and Squats normally have an M of 3. Thus a man can move 4” a turn, and an Eldar 5” a turn.

 

Weapon Skill (WS)

A model‘s WS indicates how proficient he/she/it is in the art of close combat and hand-to-hand fighting. The higher this number, the more combat-worthy the model is for this type of fighting. A common value for this characteristic is 3.

 

Ballistic Skill (BS)

BS is the ability of a model to use projectile weaponry effectively. Think of it as the model‘s marksmanship rating. The higher the model‘s BS, the better it is at shooting a weapon.

 

Strength (S)

Strength reflects the raw physical aggressiveness of the model and its ability to  damage  another  model  in  close combat. A model inflicting hits on an opponent in hand-to-hand combat may use its  Strength  to  calculate  how damaging those hits are. Most ―ordinary‖ models have a Strength of 3.

 

Toughness (T)

This is the natural physical resilience of a model‘s skin, hide, scales, etc. A higher Toughness makes a model more difficult to damage  with weapons of all kinds. A common value is   3.


 

 

Wounds (W)

Models may only sustain a number of points of damage equal to their Wounds characteristic before being incapacitated (slain, knocked unconscious for the duration of the game, given a crippling injury, etc.). Most models have only 1 Wound, meaning that ―one hit kills‖ most miniatures on the battlefield. Models with more than 1 Wound are burly, resilient, and are often special character models.

 

Initiative (I)

Indicates how alert a model is and how fast it can react. Models with a low Initiative are slow and cumbersome. A common value of this characteristic is 3.

 

Attacks (A)

The number of Attack Dice (see hand-to-hand rules, 32, for more information) a model may roll when involved in close combat. Most models have only 1 Attack, and the higher the number, the better. Note that both A and WS are factors in determining whether a model wins a round of hand-to-hand combat.

 

Leadership (Ld)

A model with a high Ld is courageous, steadfast and self-controlled in the heat of battle. Low- Ld models may panic easily and are not as battle-worthy. Ld is used when making panic and psychology tests.

 

Buildings                                                                                                                                   Rule

 

Once inside a building, models may only move at their normal rate, and may not run (24). Charges (23) may only be declared against enemy models visible at the start of the turn. It takes models an entire movement phase (23) to move from one ―level‖ or ―story‖ of a building to the next, regardless of the method used (elevator, ramp, ladder, etc.).

 

Destroying Buildings & Doors

Weapons with a (29) fired at buildings do not affect other models, and buildings are not affected by weapons with a blast marker meant for other models — unless both players agree otherwise. Buildings are given an Armour Value as shown below, and as such use armour penetration (31) rules:

 

  Type of Building Armour Value
Tent or inflatable structure 5
Mud or straw hut, wooden or tin shack 10
Plexiglas or plastic 15
Timber, stone, concrete or plascrete 20
Steel, plasteel or rockrete 25
Armaplas, ceramite or adamantium 30

 

Imperium buildings are generally made of timber, stone, concrete or plascrete. Administratum and other official buildings are made of steel, plasteel or rockrete. Only bunkers and other purpose-built fortifications are constructed from armaplas. Doors will generally be made of the same material as the building they are part of — but will simply be destroyed if their armour is penetrated, leaving a hole. If a weapon penetrates the armour value of a building, it is damaged; roll a D6 and consult this table:

 

D6 Roll Effect
1-3 Shaken — Models inside are knocked off their feet and may not move or shoot in their next turn. They fight normally if engaged in hand-to-hand combat. Add +1 on future rolls on this table.
4-5 Badly  Shaken   —  Any  models  inside  are  knocked  off  their  feet  as  above,  and  are  separated immediately from HtH. Further movement within the building is at half rate. Add +2 to the rolls on this table from now on.
6+ Collapsed — Any models inside must make an armour saving throw or be slain by the falling debris. Survivors may not move or shoot in their next turn, and are separated from HtH immediately.

See also hand-to-hand combat versus buildings (34), scatter in buildings (30).


 

 

Cavalry                                                                                                                                      Rule

 

Cavalry refers to any mount with only one Wound; larger mounts are generally treated as vehicles or assigned their own rules. A cavalry model is treated as a single model. If the rider is slain, the mount is removed from play as a casualty. Cavalry models use the rider‘s Leadership, Toughness, Wounds, and Initiative, and the mount‘s Move. Cavalry gain a +1 on their armour saving throw, and in hand-to-hand combat the rider adds his steed‘s A to his own.

 

Characters                                                                                                                                 Rule

 

Unless otherwise noted, characters move and fight as individuals and may pick their targets freely — ignoring the standard (28) rules. Characters are free to join squads of ordinary troops and fight with them. To do so, simply move the character model within 2" — standard (12) range — and declare him a part of the squad. Squads led by characters may use the character‘s Leadership during (47). Characters who have joined a squad may leave at any time, except when the squad is affected by Psychology, if the squad has declared a charge, or if the squad has engaged in hand-to-hand combat (32). While with the squad, he is counted as a part of it in all respects — which means he must flee if the squad is Broken (46) — but he does not share the effects of Psychology unless he himself is affected by it. In other words, you must test the character for Psychology effects separately from the squad.

 

If a character is more than 2” away from all other squads, he may only be picked out as a separate target if he is the closest. If a character is within coherency distance of a squad of other models at least as big as he is, but has not been declared a part of it, he cannot be picked out as a separate target by the enemy — even enemy characters. If the squad next to which a character stands is hit, randomize the shot(s) between the members of the squad and the character. For example, if a character is standing next to a squad of five men and the squad is hit by bolter fire, a D6 is rolled — on a result of a 1-5, one of the squad members is hit; on a 6, the character is hit.

 

Game Length

 

Usually, games are four turns long. House Rule: If both players agree, the game may be extended indefinitely, voting to continue on a turn-by-turn basis.

 

Squad Coherency

 

Models, which comprise a squad (or a Tyranid brood), must normally remain within 2” of one another — drawn from base-edge to base-edge — at all times. Known exceptions to this rule are listed with the wargear to which they apply. Squads using the Dispersed Formation ability may extend this coherency to 4”. Coherency is not an option, but a rule. If models are engaged in hand-to-hand combat (32), they are not bound by the Coherency rules. When combat finishes, the rule is applied again. If a squad‘s coherency is broken — e.g., by having the middle link in a

―chain‖ of models destroyed by enemy fire — the squad must attempt to reestablish coherency in  their  next movement phase. If this is not possible, the smaller part of the split squad counts as being broken (46).

 

Dispersed Formation

Some units may use a Dispersed Formation; this means they may extend their coherency range to 4”. All the normal restrictions regarding Squad Coherency still apply.

 

Support Weapon Batteries

 

Support weapons with a points value of less than 100 points must be formed into Batteries. Armies including 3 or fewer such support weapons must form all of them into a single Battery; armies with more support weapons must form them into n Batteries of approximately equal size, where n is equal to the number of support weapons divided by 3. Batteries are deployed as groups of models at the start of the game like ordinary squads. They may be deployed in terrain which would normally be impassible (24) to them; if so, they may not be moved during the game except to rotate. If a Battery takes a special action (Overwatch (24), Hiding (23)), the entire Battery must take the action. Weapons in a Battery may select separate targets, but are still subject to the normal picking a target rules (28). When a Battery is fired upon, the enemy must choose the support weapon closest to them. Batteries take break  tests (47) just like normal squads, but they add +2 to their crewman‘s Leadership (maximum 10) — standing next to a gun that is bigger than you are bolsters your courage considerably. Note that support weapons crewed by Servitors


 

 

(156) do not need to take break tests. Batteries failing their break test will hide if they are in cover — but the support weapons are not hidden, and still fair game. Broken (46) batteries not in cover will flee, leaving their support weapons.

 

Battery Coherency

For batteries of support weapons, normal squad coherency (12) must be maintained, except that support weapons within a battery must only remain within 6" (rather than 2") of each other at all times.

 

Infiltration

 

Some models have the Infiltration ability; these models may be deployed in the normal manner if you wish. Alternately, you may keep them off the battlefield until your opponent has set up; you may then place the infiltrating models anywhere on the battlefield, providing that they are behind cover from or do not have Line of Sight to any enemy model.

 

Turn Sequence

 

The turn is comprised of the following sequence: Movement Phase (23), Shooting Phase (27), Hand-to-Hand   Combat (32), Psychic Phase (36), and the Rally Phase (46).

 

Vehicle Crew

 

Unless otherwise stated in the description, the cost of a vehicle always includes the crew. Crew members are allowed to board (26) or leave the vehicle in the same way as other models. If the driver of a moving vehicle dismounts, then his vehicle will go out of control (26) in its next turn. Dismounted crewmen must remain within 6” of their vehicle — unless it has been destroyed, in which case any surviving crew form their own unit and are subject to normal rules for (12). Crew remaining inside their vehicle are immune to psychology and do not have to take Break tests (47). All crew on board a vehicle are trained to do each others jobs. It takes an entire turn for a crewman to swap positions in this way, and he is not allowed to do anything else on the turn in which he swaps over. Adeptus Mechanicus Engineers, Techmarines (153), Squat Engineer Guildmasters (186) and Ork Mekaniak (128) models are also allowed to take over from crewmen in the same way. Other models in a player‘s army may not take over a position in a vehicle — and certainly not enemy models!

 

Victory Points

 

A player is accorded Victory Points for causing damage to his opponent‘s forces and for fulfilling objectives stated on Mission Cards (15). At the end of the game, the player with the most Victory Points has won the conflict. The points accorded by Mission Cards is listed with each card; for damage versus enemy forces, use this table:

 

Each Enemy Squad 50% Casualties Broken/Wiped Out
<100 points 0 1
101-200 points 1 1
201-300 points 1 2
301-400 points 2 2
401 points+ 2 3
Each Enemy Vehicle Damaged Disabled/Destroyed
<100 points 0 1
101-200 points 1 1
201-300 points 1 2
301-400 points 2 2
401 points+ 2 3
Each Enemy Character Wounded Killed
<50 points 0 0
51-100 points 0 1
101-200 points 0 2

 

 

201-300 points 0 3
301 points + 0 4
Each Enemy Squadron 50%+ disabled All disabled
<100 points 0 1
101-200 points 1 1
201-300 points 1 2
301-400 points 2 2
401-500 points 2 3
501 points+ 3 4
Each Enemy Battery 50%+ destroyed Wiped Out
<100 points 0 1
101-200 points 1 1
201-300 points 1 2
300 points+ 2 2
Each Enemy Daemon Wounded Wiped Out
  0 1/3

 

In addition to this, there are some models that fall into multiple categories; for example a character model or squad riding in a vehicle. In this case, the Victory Points for each part are added together.

 

Wargear Cards

 

Certain models may be assigned Wargear Cards; which models these are and the maximum number of cards that may be assigned them are listed with the description and point cost of the units. If a model carrying Wargear cards is slain, the Wargear is considered destroyed with him. Likewise, unless both players agree otherwise prior to the start of the game, Wargear may not be ―passed around‖ from model to model — it stays with the model to whom it is assigned for the game‘s duration. See the complete list of Wargear Cards (205) for more specific information.


 

 

Mission Cards

 

Mission Cards detail a strategic objective for the player to accomplish — and describes how doing so will accord the player extra Victory Points (13). The different Mission Cards are described below:

 

Assassins

Enemy Commander wounded:                                                                               +1 Victory Point

Enemy Commander slain:                                                                                       +5 Victory Points

 

Bunker Assault

Enemy Bunker Destroyed:                                                                                       +5 Victory Point

 

Dawn Raid

Having at least one squad with less than 50% casualties or at least one undamaged vehicle in opponent‘s Deployment Zone at the end of the game:                                                                                                                               +5 Victory Points

 

Engage and Destroy

For each enemy squad wiped out:                                                                          +1 Victory Point

For each enemy vehicle destroyed:                                                                        +1 Victory Point

For each enemy character slain:                                                                             +1 Victory Point

 

Guerilla War

For every 3 enemy models slain in hand-to-hand combat (32):                       +1 Victory Point

For every enemy vehicle destroyed or disabled within 24” of your table edge: +1 Victory Point

 

Hold the Line

No unbroken enemy squads or operational vehicles within 24” of your edge:   +5 Victory Points

 

Take and Hold

Your objective is a point 24” into the table and 36” from the left hand edge (which should be in the middle of a standard table). If you have at least one model within 3” of this spot at the end of the game, and the closest model

to this spot is yours:                                                                                                   +5 Victory Points

 

Witch Hunt

If the most powerful enemy psyker is wounded at end of game:                     +1 Victory Point

If the most powerful enemy psyker is slain:                                                         +5 Victory Points

Each enemy character (12) worth 50 points or more slain:                               +1 Victory Point

 

Terrorize

Tyranids only.

Each Break, Fear or Terror test failed by the opposing force                            +1 Victory Point

Each Character killed or broken                                                                              +1 Victory Point

 


Trap


 

 

Tyranids only. ―Trapped‖ models have at least one Tyranid model between them and the nearest table edge at the end of the game.

Each enemy unit trapped at the end of the game                                            +1 Victory Point

 

Before the Tyranid forces are deployed, roll a D6 for each brood and individual model. On a roll of 1-3, the model(s) must be deployed in the deployment zone; on a 4-6, the model(s) may be deployed within 6” of either the left or right edge of the table if desired. Tyranid forces may be set up Hidden (23) even if they are not in or behind cover. Any Tyranids with a ranged attack may also deploy on Overwatch (24).


 

Tyranid Attack

Tyranids only.

Annihilate enemy:                                                                                                      Win game


 

 

Each time a Tyranid model is slain, place it to one side. Creatures from the Individuals and Support section of the army list can be brought back into play at the start of the next Tyranid turn. Creatures from the Broods section of the army list can only be brought back once enough models have been killed to form a new brood. Roll a D6 for each brood or individual that re-enters play at the start of your turn. On a 1, you must wait until next turn to try again. Otherwise, you may deploy them on your table edge.


 

 

Strategy Cards

 

Each player draws one Strategy Card at random for each 1000 points (or fraction thereof) in his army. Tyranid commanders do not draw these cards but instead follow other rules (190).

 

Ambush

You may play this card on one of your squads during deployment (8). You may deploy the squad up to 24” from the table edge, and you may place them in hiding (23) if they are in or behind cover. In addition, the squad begins the game on Overwatch (24).

 

Barrage

Play this card during any of your shooting phases (27). Take the 3” blast template (29) and place it anywhere on the battlefield, then roll a Scatter die. Scatter the template 2D6” in the direction indicated. Models hit by the template in its final resting place suffer an S5 hit inflicting D10 damage, a –3 save modifier, and having an armour penetration (31) of D6+D10+5.

 

Bombing Run

This attack uses the Thudd Gun template. Nominate a direction of attack and place template 1 so that the arrow points in the desired direction. This is the point of release. The whole blast marker (29) then travels D6" in the direction of the arrow, as the bombs are carried forward before they impact. Resolve placing the other three markers as with a Thudd Gun (247). Any model wholly under a template is hit automatically; models partially underneath are

hit on a D6 roll of 4+. Models are hit as if by a Heavy Flamer (235), so resolve damage, saving throws and catching

fire (20) as normal.

 

Booby Traps

You may play this card at any time to activate the traps. Take a counter and place it anywhere on the table; models within 3” of the counter will trigger a booby trap on a 5+ on D6. A 2” blast marker (29) is centreed on any model

triggering such a trap. Hit models suffer an S4 hit with a –1 save modifier. The Traps counter remains in play and will attack any models which move within 3” of it.

 

Brilliant Strategy

This card adds D6 to your army‘s Strategy Rating (8) for the entire game.

 

Covering Fire

You may play this card on one of your squads during deployment. This squad has been ordered to cover the rest of the army as it moves into position. The squad is so well prepared it may add +1 to all its to hit rolls for shooting in the first turn. In addition, the squad may start the battle in Overwatch (24).

 

Crack Shot

You may play this card during your own shooting phase (27) when you hit an enemy vehicle but before the armour  penetration (31) roll is made. The armour value is halved (rounding up) for that shot only. This card will not work for weapons which use a blast marker (29).

 

Craven Cowardice

You can play this card on an enemy squad with broken (46) morale at any time. The broken squad completely scatters; remove the remaining models as casualties. May also be played on shaken (148) Space Marines to cause

them to break.

 

Delayed

You may play this card before your opponent sets up. A single enemy squad or vehicle or your choice is delayed by

infiltrators fighting behind the lines and does not deploy with the rest of the enemy force. Instead, it arrives during the opposing player‘s first movement phase (23) and must move on from the edge of the table, starting at a point inside the enemy‘s deployment zone (8).

 

Divine Inspiration

You may play this card at the start of the game. All of your troops add +1 to their Ld for the entire game.


 

 

Flank March

You may play this card during any of your own movement phases (23) after the first turn of the game. You may move a squad or vehicle which did not deploy at the start of the game onto one of the ―neutral‖ edges of the battlefield. A Leadership test (47) is required for this to succeed; if failed, the unit may not enter this turn but may try again in the next turn.

 

Forced March

You may play this card at the beginning of the game before forces are deployed. You may deploy any of your force up to 18” from the table edge. Any squads which you wish to deploy between 12” and 18” onto the table must be

deployed before any enemy forces, regardless of relative Strategy Ratings.

 

Insane Courage

You may play this card instead of rolling when you attempt to Rally (46) — the broken squad automatically recovers and may immediately take another normal turn.

 

Last Gasp

Though mortally wounded, one of your warriors refuses to go down without a fight. Play this card when a model in your army is reduced to zero wounds. This may be a character, if you wish. Just before the fighter dies he manages to loose off one final burst of fire from a pistol (240) or basic weapon (224) (not a heavy weapon (233)), or throw a  grenade (28). Resolve this as normal shooting, outside the usual turn sequence. Once the effects of the shot have been worked out the model is removed. If the model is in close combat (32), this shot must be directed at a model in

base contact (yes, he can even pull a pin on a grenade!).

 

Look Out, Sir — Aaargh!

You may play this card when any of your characters (12) is killed for any reason, providing there is another of your

models within 3” at the time. The nearby trooper (of your choice, if more than one is eligible) sacrifices himself for the cause and is slain. The character model survives. Presumably, a shrine or something is erected somewhere in the fallen grunt‘s honour.

 

Malfunction

You may play this card when the enemy fires a Heavy Weapon (233). The weapon in question explodes; the model using it takes an S4 hit with a –1 save modifier; if the weapon is mounted on a vehicle, roll on the Weapon Damage

Chart to see what effect the explosion has.

 

Minefield

Play this card at the start of the battle before deploying forces. Part of the battlefield has been littered with deadly mines, shown by an area no larger than 10"x4" (or an equivalent area). The minefield must be in your half of the battlefield. Any model moving into, or starting its movement inside, the minefield will set off a mine of a D6 roll of

1 or 2. Any troops which move over the minefield, including those with jump packs and similar equipment, may set

off the mines (there are small anti-grav mines in the air as well). Mines inflict a single Strength 6 hit that does D6 damage with a -2 saving throw modifier. Vehicles are hit on the location in contact with the minefield (tracks, wheels, legs) with a Penetration of 6+2D6+D12. Skimmers can set off the mines, in which case a randomly determined location will be hit. Models in the minefield which do not move have no chance of setting off a mine.

 

Reinforcements

You may play this card at the start of any of your movement phases (23). Pick one of your squads or vehicles which had been destroyed during the game and return it to play, moving it onto your table edge but not within 24” of

enemy models. The enemy scores Victory Points (13) normally for wiping out the model(s) a second time.

 

Sabotage

Friendly troops have managed to infiltrate the enemy army and cut off its lines of supply and communication. Ammo dumps have been captured or destroyed leaving the opposing army short of ammunition. Play this card on an enemy squad just after it has fired for the first time. This squad is dangerously low on ammo. Roll a D6 for each affected model at the start of each subsequent shooting phase (27), on a roll of 4, 5 or 6 the model cannot fire that turn while they desperately search for more shells or another power pack!


 

 

Saved!

You may play this card at any time on a model (not vehicle) which has just been eliminated for any reason. The model avoids its fate and does not die. If the model is within the area of effect of a blast marker (29) which remains

in play, move it outside the edge of the marker in a random direction.

 

Special Issue

You may play this card on one of your character (12) models at the start of the game. Shuffle all the remaining  Wargear Cards (14) together and then draw one at random. The model is permitted to keep the card, even he already carries his full complement of Wargear Cards and even if it is a card he would not normally be able to use — a Space Marine could keep an Eldar-only weapon, for example. He may redraw once if the first card is unusable to him — a non-psyker character drawing a Force weapon, for example.

 

Strafing Run

You may play this card during any of your shooting phases (27). Pick any enemy squad; that squad suffers a hit as from a twin-linked Autocannon (233). A Jam result means no effect.

 

Surprise Assault

Play this card at the start of the battle after deployment. Your opponents are so surprised and hurried, that they cannot set overwatch and may not make any run or charge moves in their first turn. Vehicles cannot accelerate on the first turn. In their second and subsequent turns the enemy army may act normally. If the enemy is allowed to start the battle in Overwatch (24) for any reason, such as the Ambush (17) Strategy card or Tyranid Trap (15)

mission, the squads on Overwatch must pass a Leadership test (47) or lose it.

 

Traitor

You may play this card at the beginning of the game to increase your force‘s Strategy Rating by D3. Alternately, you  can  hold  onto  this  card,  and  use  it  to  cancel  out  any  one  of  the  following  Strategy  Cards:  Barrage  (17),

Reinforcements (18), Flank March (18, the enemy force counts as Delayed (17) instead), Booby Traps (17), Brilliant

Strategy (17), Forced March (18), Delayed or Ambush (17).

 

Ultimate Sacrifice

You may play this card when the enemy throws a grenade at one of your squads. A heroic individual in the squad makes the ultimate sacrifice and hurls themselves onto the grenade, shielding the rest of the squad. Nominate one of

the models in the squad. Resolve the effects of the grenade against this model only, even if the grenade normally

uses a blast marker. If the grenade leaves a blast template (29) in place (such as a plasma grenade (257)), move any other models to the outside edge of the template.

 

Virus Outbreak

You may play this card at any time. Place a 2” blast template (29) anywhere on the table and treat it as a Virus (259) grenade template. The template remains in play for the remainder of the game.

 

Note: This card has been deemed too powerful by most players, and it is common to take it out of the deck before dealing. Alternately, the effects only apply during the turn the card is used.


 

 

Weapon Rules

 

Armour Saves

 

Most models wear some form of Armour which protects them from damage. Any time the model is hit by a close  combat (32) or ranged (27) weapon, roll the appropriate Armour Save. If the model makes the roll, it may ignore that hit.

 

Saving Throw Modifiers

If a weapon does not list any specific Saving Throw modifier, it is by default based upon the Strength:

 

Strength Save Modifier
3 or less 0
4 -1
5 -2
6 -3
7 -4
8 -5
9 or more -6

 

Unmodified Saves

Certain wargear items (and some special abilities) grant an additional saving throw which is not modified. It doesn't matter if you are being hit with a club or a Lascannon, the save remains the same.

 

A model may only have one Wargear item (such as a Defensive Field) which provides an unmodified save.

 

Damage

 

Even if a model's armour is penetrated, it usually has a chance to avoid being hurt. For each hit that is scored on a target, roll a D6 to see if the hit wounds the target.

 

Consult this table for the minimum score needed to wound:

 

 

   

Target’s Toughness

 

1 2 3 4 5 6 7 8 9 10

 

Str of Hit

1

4 5 6 6            

2

3 4 5 6 6          

3

2 3 4 5 6 6        

4

2 2 3 4 5 6 6      

5

2 2 2 3 4 5 6 6    

6

2 2 2 2 3 4 5 6 6  

7

2 2 2 2 2 3 4 5 6 6

8

2 2 2 2 2 2 3 4 5 6

9

2 2 2 2 2 2 2 3 4 5

10

2 2 2 2 2 2 2 2 3 4
                           

 

 

Catching on Fire

 

Some fire-based weapons may cause their targets to catch on fire even if they survive the initial damage-computing. Roll a D6 for each model surviving a hit from such a weapon; on a 4+, that model catches on fire. Models on fire must roll on the following chart at the start of each turn:


 

 

Fire Test Chart (D6)

1-5 Fire continues to burn, causing another automatic hit as with the weapon that caused the model to catch on fire. If the target survives, it will move randomly and is unable to do anything else this turn.  Normal coherency (12) rules are suspended for troops on fire.
6 The flames are put out; the model may not move or fire during this turn, but may fight normally thereafter.

 

Any model within 1" may attempt to beat out the flames (instead of shooting); roll a D6 — on a 6, the flames are put out. If more than one model is assigned to beat the flames, the roll is given a bonus of +1 for each additional model. Vehicles (including Dreadnoughts), as well as Terminators (222), Frenzied (47) troops and Tyranid (190) models may choose to ignore the flames and continue fighting as normal.

 

Force Weapons

 

These weapons count as psychic attacks. During hand-to-hand combat (32), the weapon adds the wielder's psychic  Mastery Level (36) to the user's Strength rating. If the weapon has a Strength rating of its own, that be may used instead if it is higher than the previous value. Force weapons wound daemons (50) automatically; the normal  demonic aura (51) saving throws do not apply.


 

 

Phases of a Game Turn


 

 

Movement Phase

During the Movement Phase, the player whose turn it is may move any of his models. Foot troops — those models with a Movement (M) characteristic — may normally be moved a number of inches equal to their M in any direction; rotating the model is free of charge, with certain exceptions (see below). Vehicles and models lacking a Movement characteristic must be moved in different fashion as outlined below. Models may be moved in any order desired by the player, though convention is that once moved, a model may not be moved further in this turn.

 

Charging

 

A whole squad charges together. Models which are charging move at double their normal move and gain a +1 bonus to their Combat Score in (32). A model cannot engage another model in hand-to-hand combat without charging. Charging models may not participate in the Shooting Phase (27) until they leave hand-to-hand combat. A charging model must engage the closest enemy model, but may ignore enemy models already engaged in hand-to-hand combat.

 

Hiding

 

A whole squad hides together. If a squad did not run, and ends its turn in cover from the enemy, it may go into hiding. Line of sight cannot be drawn to hidden troops, and as a result they cannot be fired on. Cavalry, vehicles, Dreadnoughts and Terminators cannot hide. If a hidden model moves or shoots it is instantly visible again — even if only some members of the squad are revealed, the entire squad is revealed. If a model starts its turn hidden and moves at normal rate through only concealing terrain, it may keep its hidden status. Troops which are already hidden may go into (24).

 

Models may detect hidden troops within a circular area, the radius of which is their Initiative characteristic in inches. Detected models may be fired at normally by the troops that spotted them and any friendly models equipped with a communicator (which is to say nearly all friendly models).

 

Moving

 

The Movement Phase is the first in the Turn Sequence (13) and is made up of the following sub-phases:

 

Declaring Charges

Declare which of your models are charging (23).

 

Compulsory Moves

Some movement — such as that demanded by the effects of a gas weapon or vehicles moving out of control (26) — is mandatory, or compulsory. It is all taken in this sub-phase.

 

Move Chargers

The models which you nominated to charge in the Declaring Charges sub-phase are moved now.

 

Normal Moves

Each model may move up to its Move characteristic (M) in inches. Turning is free of charge for non-vehicle models, but the direction a model is facing at the end of its movement is important for determining where the model may

shoot; see the Shooting Phase (27) for more information. Models may incur movement penalties for terrain; see below.

 

Terrain Types

Not all terrain is equally negotiable. It takes more effort to cross a rapidly-moving stream than to run across a field of grass. To represent this reality in the game, terrain is divided into the following categories, each with its own

penalties for models attempting to move across it:


 

 

Open Terrain

No penalty. Brush, scrub, woods, debris, ruins, boulders, crevasses, stairs, ramps, steps.

 

Difficult Terrain

½ normal movement. Steep slopes, thick forests, streams, shallow water, marshes, soft sand, ladders.

 

Very Difficult Terrain

¼ normal movement. Almost sheer slopes, tar pits, swamps, pools, fast flowing rivers.

 

Impassible Terrain

No movement allowed. Deep rivers, lakes, sheer cliffs, very high walls.

 

Obstacles

If an obstacle is no more than 1” high and/or 1” broad, models may move over it without penalty. If an obstacle is more than 1” tall but no more than twice the height of the model trying to cross it, the model can still clamber

over, consuming half of its movement to do so. If an obstacle is more than twice the height of the model trying to

cross it, it counts as impassible terrain to that model. Penalties are cumulative for terrain typed obstacles.

 

Overwatch

 

A whole squad goes into Overwatch together, and the declaration must be made at the start of a player‘s Movement Phase. Vehicles, squads and characters (12) may go into Overwatch. If a squad did nothing  but  rotate  in  its movement phase, it may go into Overwatch. Troops on Overwatch skip their (27) in order to be able to fire during their opponent‘s Shooting Phase. At any time during the opponent‘s turn, a squad on Overwatch may remove the Overwatch counter and fire on the opponent, interrupting the opponent‘s turn. Troops firing from Overwatch take a

–1 penalty if firing on troops emerging from or moving into cover.

 

Unused Overwatch counters are removed at the start of the next turn. Troops shot at while on Overwatch must immediately take a (47). If it is failed, the models on Overwatch lose their Overwatch status.

 

Running

 

A whole squad runs together. Running models double their normal move, but cannot fire in the shooting phase. Troops may only run if there is no enemy within 8” of them.

 

Teleporting

 

Some squads or models may teleport — either by gift of a Wargear Card (14) or another piece of equipment, for example, Terminator armour (222). To teleport a squad, place one model from the squad on the table where you wish it to be teleported. Roll a Scatter Die and 2D10. A double- 1 means the whole squad has been lost in the warp (read ―wiped out and gone for good‖). Otherwise, the model is moved in the direction of the arrow the number of inches rolled on the 2D10. If the model is moved off the edge of the table by this scatter, the attempt has failed and the squad must try again next turn. If the model ends up in a building or other solid matter, roll for deviation again from that point. Once the first model has been deviated, the rest of the squad can be placed anywhere within 2” of it. Teleported models can shoot and fight in (32) on the turn they arrive, but do not count as charging (23) if they teleport directly into base-to-base contact with enemy models. Troops that have paid the points cost to teleport into a battle may teleport out again during the owning player‘s turn. The squad is simply removed from the table during the player‘s movement phase and may not return later in the game.

 

Vehicle Movement

 

Each Vehicle has three movement rates: Slow, Combat and Fast. These move rates are listed on the vehicle‘s datafax, and indicate the maximum number of inches the vehicle may move when traveling at that rate. Unless specially arranged otherwise, vehicles start the game at Slow rate. Vehicles start the game at Slow Rate, and may change their rate by one band per turn — for example, from Slow to Combat, but not from Slow to Fast. When traveling at Slow Rate, a vehicle may make any number of unrestricted turns during its move. For Combat Speed, up


 

 

to two 45° turns are allowed. A vehicle traveling at Fast Speed may make only one turn of 45° at any point during its movement. There are additional considerations depending on the motive type of the vehicle:

 

Tracked Vehicles

Can move unhindered over most terrain — can only move through woods at a maximum of half their Slow Speed. Tracked vehicles moving through a bog or swampy ground at Combat Speed or above risks becoming stuck — roll D6; on a 6, the vehicle is stuck for the remainder of the game and may not even turn. Tracked vehicles may move over obstacles at Slow Speed without penalty; at faster speeds, they collide and cause damage as normal.

 

Wheeled Vehicles

Cannot cross difficult (24) or very difficult (24) terrain at Combat Speed or faster, cannot move through a wood at all and may not cross obstacles (24) of any kind.

 

Bikes And Trikes

Bikes cannot cross obstacles (24) of any kind; they will crash if they attempt to do so. Bikes may cross difficult or very difficult ground, including woods, at Slow Speed only — at faster speeds, they crash and incur damage. They may not cross water other than shallow streams and fords. Squads of bikes have their squad coherency (12) extended to 6”. Bikes are capable of going from Slow to Fast Speed in a single turn, but must decelerate at normal rate. The rules for mounting and dismounting (26) a bike are similar to the normal rules with one exception — the hit taken when boarding or leaving a bike moving at 20” or more only has a –3 saving throw modifier. Bikes in  collisions (26) with other vehicles will only cause a hit to the location hit on the other vehicle — do not roll for each other location as normal. Instead of firing bike-mounted weapons during the shooting phase (27), riders may fire their own personal weapons in a 360° arc. Bikes may also make skid turns (25) and hit and run attacks (25), as described below.

 

Skid Turns — Bikes Only

Bikes traveling at Combat Speed or above may make as many Skid Turns as the player wishes, of up to 45° apiece. Skid Turns may be made immediately after a normal turn or immediately after each other. For each Skid Turn made, roll a D6 and compare to this table:

 

Bike Speed

 

Result

Combat Fast - 1 The bike crashes and is destroyed together with its rider. The flaming wreck travels straight forward for the remainder of its maximum Fast Move, and then explodes with a 1” radius causing an S4 hit on any target within the area. If the bike hits something before its move is complete, work out a collision before the bike explodes. 1 2 No weapons may be fired this turn, including from the rider(s). 2-3 3-4 Rider may not fire any weapons, including bike weapons, this turn. Passengers or sidecar crewmen may shoot as normal. 4+ 5+ Move as normal.

 

Hit and Run Attacks — Bikes & Skimmers Only

Riders on trikes, bikes and skimmers (26) may make (32) attacks at other models as they pass them during their move. Use normal HtH rules, except that each player may only roll one Attack Die no matter what their model‘s Attack characteristic is, and no matter what the models are armed with. The biker is considered to be charging

(23) and to have a better Initiative for the purposes of tie-breaking — also, no parries (33) may be made by either model. A rider may make only one hit-and-run attack each turn in this way, and may not shoot in the same turn in which such an attack was made.

 

Walkers & Dreadnoughts

Can walk underwater along a river or sea bed at half rate. Walls over the height of the model‘s knee will stop it moving over them, but they are big enough to just push their way through hedges, etc. Additionally, all walker- mounted  weapons  may  be  fired  independently  by  the  same  crewman  (13).  Walkers  have  a  Movement

characteristic just like foot troops. They must move straight forward, but may change their facing by up to 90° at


 

 

the start and at the end of their movement for free. They may change facing in the midst of movement at the cost of 1” per 90° change. Dreadnoughts and walkers may avoid collisions (26) like foot troops.

 

Skimmers

May move over terrain features without penalty. Skimmers must land or hover for troops to mount or dismount

(26), and may change their altitude by any amount. Skimmers may only be engaged by enemies in hand-to-hand  combat (32) if it has landed. Skimmers may make hit-and-run attacks (25).

 

Pop-Up Attack — Skimmers Only

A skimmer that was either stationary or traveled at Slow Speed in its previous movement phase is allowed to make a pop-up attack. You must declare this at the start of your move phase. Instead of moving across the table, the skimmer moves upwards; place the skimmer on a mug or other object to indicate this. Enemy models on  Overwatch (24) are allowed to shoot at the skimmer as it pops up. In the shooting phase (27), skimmers making a pop-up attack may trace their line of sight from a point 12” above the table (as can enemies firing from Overwatch, but they add 12” to their traced range). After the attack has completed, the skimmer drops back down.

 

Boarding & Leaving Vehicles

Vehicles capable of transporting models other than their crew indicate this in their description. Any number of models may enter or leave a vehicle during a turn, up to the total number of models that can be transported within it. Models may board a vehicle which was stationary or moving at Slow Speed in its previous turn if they are within 2” of its side or rear after they have made a normal move.

 

Models leaving a vehicle may leap out at any point in the vehicle‘s move, interrupting it if necessary. These models are positioned touching the vehicle's side or rear and may immediately make a normal move. Squad (12) must be maintained between models leaving and any models still inside.

 

High-Speed Dismounts

If a vehicle is moving up to 10”, then troops may leave or board it without risk. If a vehicle is moving more than

10”, each model boarding or leaving sustains an automatic hit, allowing a normal armour save, causing one wound, and with a Strength value as below:

 

Vehicle’s Move 0-10” 11 12 13 14 15 16 17 18 19 20+
Strength of Hit None 1 2 3 4 5 6 7 8 9 10
Save Mod None 0 0 0 -1 -1 -2 -2 -3 -3 -4

 

Out of Control!

Vehicles moving out of control are moved before other models during the Compulsory Movement phase.

 

1-2 Turns 45° left and moves
3-4 Moves straight ahead
5-6 Turns 45° right and moves

 

Control may be regained if a slain crew member (13) was the cause of the Out of Control status and if another crew member may take over for his comrade. The vehicle is moved 3D6” but no faster than its maximum speed. Roll a D6 to figure out which way the vehicle moves:

 

Collisions

Vehicles moving faster than 10” which move into another vehicle, a building, a piece of terrain or an obstacle that it cannot cross results in a collision. Vehicles traveling more than 10" may also deliberately ―steamroller‖ hapless foot troops. If the collision target does not have Ram Values listed on its Datafax, consult the following table:


 

 

  Creature* Bike Buggy Dreadnought* Larger
Strength Toughness 5 6 7 8
Damage 1 D4 D6 D10 D12
Save Mod -1 -2 -3 -4 -5

* Note that creatures and dreadnoughts may not deliberately ram things; their

values are included here for when they are rammed or collide accidentally

 

In a collision involving two vehicles, the locations where the two vehicles actually touch suffer an automatic hit. For each of all the other locations, roll a D6; on a 4+, that location suffers a hit as well. For each hit location, compute armour penetration (31) by rolling D6 +(Ram Strength)+(Damage). Note that if Damage is not a variable amount (e.g., D6 or D12), it is not added. Exposed crew which are hit in a collision suffer a hit as normal with the Strength, Damage, and Save Modifier indicated.

 

In a collision involving a vehicle and a building or obstacle (24), roll for locations that are hit as above — the location physically contacting the obstacle is automatically hit. Use the vehicle‘s own Ram Values to calculate armour penetration as above, but the penetration cannot be larger than the Armour Value of the building itself.  Buildings (11) struck will suffer a hit with the same armour penetration as the vehicle striking it. If the armour value of the building is penetrated, the vehicle will blow a hole in the wall the size of the width of the vehicle.

 



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