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| | [[File:HD-wallpaper-warhammer-40k-artwork-battle-war-games.jpg|thumb|466x466px]] |
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| == BASIC RULES == | | == BASIC RULES == |
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| * When the last model in a unit is destroyed, the unit is said to be destroyed. | | * When the last model in a unit is destroyed, the unit is said to be destroyed. |
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| === DATASHEETS ===
| | == DATASHEETS == |
| '''Each unit has a datasheet that lists the characteristics, wargear and abilities of its models – here we explain what some of it means, while the rules found elsewhere in this section explain how it’s all used in the game. A condensed version of a model’s datasheet can be found in its construction guide – this contains less information than the full version, but will still let you get your unit on the field straight away.''' | | '''Each unit has a datasheet that lists the characteristics, wargear and abilities of its models – here we explain what some of it means, while the rules found elsewhere in this section explain how it’s all used in the game. A condensed version of a model’s datasheet can be found in its construction guide – this contains less information than the full version, but will still let you get your unit on the field straight away.''' |
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| * Characteristic of ‘-’ can never be modified. | | * Characteristic of ‘-’ can never be modified. |
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| === THE BATTLE ROUND === | | == PREPARING FOR BATTLE == |
| | When playing a battle of Warhammer 40,000, after setting up the map with terrain and selecting a mission from the Eternum Mission Pack, each player rolls a dice. The player who rolls the highest gets to pick who the ATTACKER and who the DEFENDER is. |
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| | The DEFENDER gets to select what board side they get to deploy their units. |
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| | The ATTACKER deploys their first unit first. |
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| | After the ATTACKER deploys their first unit or detachment, the players then alternate placing units or detachments onto the table or into reserves. After all units have been set up on the board or within reserves, all players roll a dice to determine who will begin the first battle turn, then begins the game. Whomever rolls the highest gets to pick if they want to take their turn first or if the opponent gets to take their turn first. After a player has finished progressing through their turn, the next player starts their turn. |
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| | The player who finishes deploying first receives a +1 bonus to the roll off to determine turn order. |
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| | === RESERVES === |
| | When placing a unit or detachment onto the table, you can instead elect to place them into Reserves instead of onto the table. Set those units aside, those models are now in Reserves and are treated as absent from the table. Some units may have special rules that interact with Reserves such as Deep Strike and Outflank. |
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| | You can only place up to 25% of your total army's points values into Reserves. For a 2000 point game, this would be 500 points maximum of units that can go into reserves. |
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| | At the start of your second turn, at the end of your Movement Phase, you can roll a D6 for each unit in your army that is being held in Reserve – these are known as Reserve Rolls. If the roll is a 3 or more, that unit arrives this turn. If the roll is less than 3 it remains in Reserve and is rolled for again next turn. |
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| | Reserve units that arrive can be set up wholly within 6" of any battlefield edge other than the enemy’s battlefield edge, but no model can be set up within the enemy’s deployment zone. Starting from the third battle round, Strategic Reserve units that arrive can be set up wholly within 6" of any battlefield edge other than the enemy's battlefield edge. |
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| | At the start of your third turn, roll for any units remaining in Reserve. If the roll is a 3 or more, that unit arrives this turn. If the roll is less than 3, it remains in Reserve and automatically arrives at the start of your fourth turn. |
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| | Some special rules can modify the roll required for a unit to arrive from Reserve, or eliminate it entirely (such as Deep Strike and Outflank). Regardless of the modifier(s), a natural roll of a 1 always means that the unit in question remains in Reserve. |
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| | When Reserves arrive, pick one of your arriving units and deploy it, moving it onto the table as described below. Then pick another arriving unit and deploy it, and so on until all arriving units are on the table. The player can then proceed to move his other units as normal. Note that you must first roll for all Reserves, and then move any arriving Reserves, before any other units can move. |
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| | If a model is so large that it cannot physically be set up wholly within 6" of a battlefield edge (i.e. the smallest dimension of that model is greater than 6"), it must be set up so that it is touching your battlefield edge. During the turn in which such a model is set up on the battlefield, that model’s unit cannot do any of the following: make a Normal Move, Advance, Fall Back, Remain Stationary; attempt to manifest or deny psychic powers; make any attacks with ranged weapons; declare a charge; perform a Heroic Intervention; perform any actions or psychic actions. |
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| | == THE BATTLE ROUND == |
| '''Minute by bloody minute the battle grinds on, from the opening volleys of shots through furious offensives and desperate counter-attacks, into the last dying moments when victory hangs by a thread.''' | | '''Minute by bloody minute the battle grinds on, from the opening volleys of shots through furious offensives and desperate counter-attacks, into the last dying moments when victory hangs by a thread.''' |
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| * When resolving an out of phase rule, all rules that normally apply in that phase continue to apply | | * When resolving an out of phase rule, all rules that normally apply in that phase continue to apply |
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| === COMMAND PHASE === | | == [[COMMAND PHASE]] == |
| '''Commanders gauge the flow of the battle, consolidating their objectives before making alterations to their battle plans and devising new tactics and strategies with which to defeat the foe.'''
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| Some abilities found on datasheets are used in your Command phase. In addition, some missions have rules that take place in the Command phase. Once you and your opponent have resolved all of these rules (if any), progress to your Movement phase.
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| * Resolve any rules that occur in the Command phase.
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| * Progress to the Movement phase.
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| === MOVEMENT PHASE ===
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| '''The ground shakes to the tread of marching feet and the growl of engines as armies advance across the battlefield and vie for advantageous positions.'''
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| |The Movement phase is split into two steps. First you move your units. Then you can set up Reinforcements that have not yet arrived.
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| 1. MOVE UNITS
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| 2. REINFORCEMENTS
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| == 1. MOVE UNITS ==
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| Start your Movement phase by selecting one unit from your army to move; that unit can either make a Normal Move, it can Advance, or it can Remain Stationary. If a unit is within Engagement Range of any enemy models when it is selected to move, it cannot make a Normal Move or Advance; it can either Remain Stationary or it can Fall Back. After you have finished moving that unit, you can then select another unit from your army to move in the same manner, and so on, until you have done so with as many of your units as you wish.
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| When you move a unit, you can move any of its models (you can also choose not to move some of the models in that unit if you wish). Whenever you move a model, you can pivot it and/or change its position on the battlefield along any path, but no part of the model’s base (or hull) can be moved across the bases (or hulls) of other models, nor can any part of that model (including its base) cross the edge of the battlefield. You can also rotate any movable part of the model (such as turrets and sponsons) when it is moved. The distance a model moves is measured using the part of the model’s base (or hull) that moves furthest along its path (including parts that rotate or pivot).
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| Remember that a unit must finish any type of move in unit coherency. If this is impossible, then that move cannot be made. No unit can be selected to move more than once in each Movement phase. Once you have moved all your units that you wish to, progress to the Reinforcements step of the Movement phase.
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| * Select a unit in your army to move.
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| * When a unit moves it can either make a Normal Move, Advance or Remain Stationary.
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| * Units that are within Engagement Range of any enemy models can only either Fall Back or Remain Stationary.
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| * Select another unit in your army to move.
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| * Once all your units have moved, progress to the Reinforcements step.
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| === NORMAL MOVE ===
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| When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.
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| * '''Normal Move:''' Models move up to M".
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| * Cannot move within Engagement Range of any enemy models.
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| === ADVANCE ===
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| When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.
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| * '''Advance''': Models move up to M+D6".
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| * Cannot move within Engagement Range of enemy models.
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| * Units that Advance cannot shoot or charge this turn.
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| === REMAIN STATIONARY ===
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| If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.
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| * '''Remain Stationary''': Models cannot move this phase.
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| === FALL BACK ===
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| When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is '''TITANIC'''. A unit that Falls Back is subjected to a '''SWEEPING ADVANCE''', detailed in the Fight Phase section below.
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| * '''Fall Back''': Models move up to M".
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| * Units that Fall Back cannot charge this turn.
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| * Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are '''TITANIC'''.
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| * Units that Fall Back are subjected to a '''SWEEPING ADVANCE'''.
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| == 2. REINFORCEMENTS ==
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| Some units have a rule that allows them to start the battle in a location other than on the battlefield; units that use such rules are called Reinforcements, and they will arrive later in the battle as described by their rule. Any Reinforcement units that have not been set up on the battlefield when the battle ends count as having been destroyed.
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| If you have any Reinforcement units, then in this step of the Movement phase you can now select them and set them up on the battlefield, one at a time. Once all your Reinforcement units that you wish to set up this turn have been set up, the Movement phase ends and you progress to the Psychic phase. Details of how to set up Reinforcement units are described in the same rules that enabled the unit to be set up in a location other than the battlefield.
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| Reinforcement units cannot make a Normal Move, Advance, Fall Back or Remain Stationary in the turn they arrive for any reason, but they can otherwise act normally (shoot, charge, fight etc.). Models in units that arrived as Reinforcements count as having moved a distance in inches equal to their Move (M) characteristic in this Movement phase. If models in the unit have a minimum Move characteristic, those models count as having moved a distance in inches equal to their maximum Move characteristic.
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| * '''Reinforcement unit:''' Unit that starts the battle in a location other than the battlefield.
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| * Set up your Reinforcement units, one at a time, as described by the rules that let them start the battle in locations other than the battlefield.
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| * Reinforcement units cannot make a Normal Move, an Advance, Fall Back or Remain Stationary this turn.
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| * Reinforcement units always count as having moved this turn.
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| * Any Reinforcement unit not set up on the battlefield by the end of the battle counts as destroyed.
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| * Once all your Reinforcement units have been set up, progress to the Psychic phase.
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| === SETTING UP REINFORCEMENT UNITS ===
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| When a Reinforcement unit is set up on the battlefield, unless that unit is arriving from Reserves, whenever a unit arrives from reinforcements, unless a Teleport Homer is used or Mission Rules state otherwise, the scatter dice are used to determine approximate location of where the first model is placed. Then the rest of the models in that unit are then placed in accordance with unit coherency. This also allows you to reinforce directly into combat, however, when deep striking into melee, you do not receive the any bonuses you would normally receive when charging and fight in normal initiative.
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| Occasionally a Reinforcement unit that is a '''TRANSPORT''' model will require any embarked units to disembark when that unit is set up (such as a unit with the '''Drop Pod Assault''' ability). A unit that disembarks from a '''TRANSPORT''' model that is a Reinforcement unit on the turn that '''TRANSPORT''' model is set up on the battlefield for the first time is also considered to be a Reinforcement unit. This only applies on the turn that the '''TRANSPORT''' model is set up on the battlefield. If a unit disembarks from that '''TRANSPORT''' model in a later turn, it is no longer considered a Reinforcement Unit.
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| === ADVANCED RULES ===
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| === MOVING OVER TERRAIN ===
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| When a model makes any kind of move, it can be moved over a terrain feature but not through it (so models can’t move through a wall, but can climb up or over it).
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| A model can be moved over terrain features that are 1" or less in height as if they were not there – any vertical distance up and/or down that they would have to make to traverse such terrain features is ignored. A model can be moved vertically in order to climb up, down and over any terrain features that are higher than this, counting the vertical distance up and/or down as part of its move. Models cannot finish any kind of move mid-climb – if it is not possible to end the move as a result, that move cannot be made.
| | == [[Movement Phase|MOVEMENT PHASE]] == |
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| * Models can move freely over terrain features 1" or less in height.
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| * Models cannot move through taller terrain features, but can climb up and down them.
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| === FLYING === | |
| If a unit’s datasheet has the '''FLY''' keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.
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| * '''FLY''' models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
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| * '''FLY''' models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
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| == TRANSPORTS ==
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| Some models have the '''TRANSPORT''' keyword. The following rules describe how units can embark on and disembark from such models, and how they are used to move their passengers across the battlefield.
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| === TRANSPORT CAPACITY ===
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| All '''TRANSPORT''' models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.
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| Units can start the battle embarked within a '''TRANSPORT''' instead of being set up separately – declare what units are embarked within a '''TRANSPORT''' model before you set it up.
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| * '''Transport capacity''': Maximum number of models that can embark within the Transport.
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| * Units can start the battle embarked in a '''TRANSPORT'''.
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| === EMBARK ===
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| If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly '''TRANSPORT''' model they can embark within it. A unit cannot embark within a '''TRANSPORT''' model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a '''TRANSPORT''' model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.
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| Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a '''TRANSPORT''' model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.
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| * Units can embark in a friendly '''TRANSPORT''' if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
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| * A unit cannot embark within a '''TRANSPORT''' that is within Engagement Range of any enemy models.
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| * A unit cannot embark and disembark in the same phase.
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| * Units cannot do anything, or be affected in any way, while they are embarked within a '''TRANSPORT'''.
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| === OUT OF PHASE RULES AND EMBARKING ON TRANSPORTS ===
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| When a unit uses a rule to make a move as if it were the Movement phase, all the normal rules that would apply in the Movement phase apply when making that move. For example, models in that unit cannot finish that move within Engagement Range of any enemy models, and if every model in that unit finishes that move wholly within 3" of a friendly '''TRANSPORT''' model, they can embark within that '''TRANSPORT''' model following the normal Movement phase rules regarding embarkation.
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| === DISEMBARK ===
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| If a unit starts its Movement phase embarked within a '''TRANSPORT''' model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.
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| When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the '''TRANSPORT''' model and not within Engagement Range of any enemy models.
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| Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).
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| * Units that start their Movement phase embarked in a '''TRANSPORT''' can disembark this phase.
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| * A unit must disembark before their '''TRANSPORT''' moves.
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| * Disembarking units must be set up wholly within 3" of their '''TRANSPORT''' and not within Engagement Range of any enemy models.
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| * Units that have disembarked count as having moved this turn.
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| === DESTROYED TRANSPORTS ===
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| If a '''TRANSPORT''' model is destroyed, and that model has the Explodes ability (or equivalent), roll to see if it explodes and resolve any resulting damage to nearby units before setting up any units embarked within it (if any) on the battlefield. If there are any units embarked within the destroyed '''TRANSPORT''' model, these must now immediately disembark before the model itself is removed from the battlefield; these units are not affected by the destroyed model’s '''Explodes''' ability (or equivalent) – instead you must roll one D6 for each model you just set up on the battlefield. For each roll of 1, a model that disembarked (your choice) is destroyed. Units cannot declare a charge or perform a Heroic Intervention in the same turn that they disembarked from a destroyed '''TRANSPORT''' model.
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| * If a '''TRANSPORT''' is destroyed, resolve its Explodes ability (if it has one).
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| * Any units embarked within must then disembark.
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| * Roll one D6 for each model that disembarked; for each 1, one model is destroyed.
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| * Units that disembarked cannot charge or perform Heroic Interventions this turn.
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| === SETTING UP UNITS DISEMBARKING FROM A DESTROYED TRANSPORT ===
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| When a '''TRANSPORT''' model is destroyed, if you cannot set up every model from a unit that was embarked within it, only models that cannot be set up are destroyed.
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| ADVANCED RULES
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| == AIRCRAFT ==
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| Some models have the '''AIRCRAFT''' keyword. In addition to the Flying rules, the following rules further describe how these units move across the battlefield and how other units can move beneath them.
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| === MINIMUM MOVE ===
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| '''AIRCRAFT''' models typically have a Move characteristic consisting of two values. The first is the model’s minimum Move characteristic – in its Movement phase, all parts of the model’s base must end the move at least that far from where they started. The second is its maximum Move characteristic – no part of the model’s base can be moved further than this. If such a model’s Move characteristic is modified, its minimum and maximum Move characteristics are both modified.
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| If an '''AIRCRAFT''' model cannot make its minimum move, or its minimum move would result in any part of that model (including its base) crossing the edge of the battlefield, then unless you are using the Strategic Reserves rule, that model is removed from the battlefield and counted as destroyed (if the '''AIRCRAFT''' is a '''TRANSPORT''', then any models currently embarked within are likewise counted as destroyed).
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| * '''Minimum move''': Models must move at least their minimum M".
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| * If a model cannot make its minimum move, it is destroyed (unless you are using Strategic Reserves).
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| === AIRCRAFT ENGAGEMENT RANGE ===
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| Although '''AIRCRAFT''' models have an Engagement Range like any other model, the following rules and exceptions apply to it – this will account for the fact that typically '''AIRCRAFT''' models are soaring overhead and not skimming along the ground.
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| Whenever a model makes any kind of move, it can be moved across '''AIRCRAFT''' models (and their bases) as if they were not there, and they can be moved within an enemy '''AIRCRAFT''' model’s Engagement Range, but it cannot end the move on top of another model (or its base), and it cannot end the move within Engagement Range of any enemy '''AIRCRAFT''' models. The only exception are units that can '''FLY''', which can end a charge move within Engagement Range of an enemy '''AIRCRAFT''' model.
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| If, when an '''AIRCRAFT''' unit is selected to Move in the Movement phase, any enemy units are within Engagement Range of it, that '''AIRCRAFT''' unit can still make a Normal Move or an Advance (i.e. it does not have to Fall Back or Remain Stationary).
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| If, when a unit is selected to move in the Movement phase, the only enemy models that are within Engagement Range of it are '''AIRCRAFT''', then it can still make a Normal Move or an Advance (i.e. it does not have to Fall Back or Remain Stationary).
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| * Models can move within an enemy '''AIRCRAFT'''’s Engagement Range.
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| * Models can move over '''AIRCRAFT''' (and their bases) when they make any kind of move.
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| * '''AIRCRAFT''' can make a Normal Move or an Advance even when within Engagement Range of enemy models.
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| * Units can make a Normal Move or an Advance if they are only within Engagement Range of enemy '''AIRCRAFT'''.
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| === HEROIC INTERVENTIONS, PILE INS, CONSOLIDATIONS AND AIRCRAFT ===
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| Whenever a unit moves when it performs a Heroic Intervention, piles in or consolidates, it must end that move closer to the closest enemy model. In all cases, '''AIRCRAFT''' models are excluded when determining which model is the closest, unless the unit making that move can '''FLY'''.
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| * When a model performs a Heroic Intervention, piles in or consolidates, ignore '''AIRCRAFT''' (unless the model moving can '''FLY''').
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| === PSYCHIC PHASE ===
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| '''Warrior mystics and sorcerers wield the strange power of the warp to aid their allies and destroy their foes. Harnessing this force is not without risk, however, and with the smallest mistake, the effort can spell doom for all nearby.'''
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| Some models have the '''PSYKER''' keyword. In the Psychic phase, '''PSYKERS''' can attempt to manifest psychic powers and deny enemy psychic powers.
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| Start your Psychic phase by selecting one eligible '''PSYKER''' unit from your army that is on the battlefield. '''PSYKER''' units that Fell Back this turn (other than '''TITANIC''' units) are not eligible. If you have no eligible '''PSYKER''' units from your army on the battlefield, and no other rules that need to be resolved in the Psychic phase, the Psychic phase ends.
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| Once you have selected an eligible '''PSYKER''' unit from your army, you can attempt to manifest one or more psychic powers with it. After you have finished manifesting all of this unit’s psychic powers that you want to, you can then select another eligible '''PSYKER''' unit from your army to attempt to manifest psychic powers with, and so on, until you have done so with as many of your eligible '''PSYKER''' units as you wish.
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| No unit can be selected to manifest psychic powers more than once in each Psychic phase. Once you have no eligible '''PSYKER''' units on the battlefield that you wish to attempt to manifest psychic powers with, your Psychic phase ends and you progress to the Shooting phase.
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| * Select a '''PSYKER''' in your army to manifest its psychic powers.
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| * Select another '''PSYKER''' in your army to manifest its psychic powers.
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| * Once all your '''PSYKERS''' have manifested psychic powers, progress to the Shooting phase.
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| == PSYCHIC POWERS ==
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| All '''PSYKERS''' know the ''Smite'' psychic power. Some know other powers instead of, or in addition to, ''Smite'' – the unit’s datasheets and other supplementary rules you are using will make it clear which powers each '''PSYKER''' knows. Each psychic power has a warp charge value – the higher this is, the more difficult it is to manifest the psychic power. A '''PSYKER''' unit generates their powers before the battle.
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| * All '''PSYKERS''' know ''Smite''.
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| * '''PSYKERS''' will know additional psychic powers, as described on their datasheets.
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| === MANIFESTING PSYCHIC POWERS ===
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| When you select a '''PSYKER''' unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of ''Smite'', you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different '''PSYKER''' units. The same '''PSYKER''' unit cannot attempt to manifest ''Smite'' more than once during the same battle round.
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| To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their '''PSYKER''' units that is within 24" of the '''PSYKER''' unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.
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| So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the '''PSYKER''' unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each '''PSYKER''' unit can attempt to manifest in its Psychic phase is listed on its datasheet.
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| * Select psychic power.
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| * You cannot select the same psychic power more than once per battle round, unless that power is ''Smite''.
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| * Attempt to manifest the psychic power by taking a Psychic test.
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| * The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
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| * If successfully manifested, resolve the psychic power’s effects.
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| * Select another psychic power.
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| === PSYCHIC TESTS ===
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| When a '''PSYKER''' unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.
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| * '''Psychic test''': Passed if 2D6 equals or exceeds psychic power’s warp charge.
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| * If double 1 or double 6 rolled, '''PSYKER''' suffers Perils of the Warp.
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| === DENY THE WITCH ===
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| When a '''PSYKER''' unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a '''PSYKER''' unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.
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| * '''Deny the Witch''': Passed if 2D6 exceeds result of the opposing '''PSYKER'''’s Psychic test.
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| * Only one attempt can be made to deny each psychic power.
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| === SMITE ===
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| ''Smite'' has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.
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| * '''Warp Charge 5''': A Psychic test of 5+ is required to manifest ''Smite''.
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| * Warp charge increases by 1 for each other attempt to manifest ''Smite'' made in this phase.
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| * If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
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| * If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.
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| === PERILS OF THE WARP ===
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| When a '''PSYKER''' unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a '''PSYKER''' unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a '''PSYKER''' unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.
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| * '''Perils of the Warp''': The '''PSYKER''' unit manifesting the power suffers D3 mortal wounds.
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| * If '''PSYKER''' unit is destroyed, the psychic power fails to manifest.
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| * If '''PSYKER''' unit destroyed, every other unit within 6" suffers D3 mortal wounds.
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| === SHOOTING PHASE ===
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| '''Guns thunder and shrapnel falls from the sky. Muzzle flare shines through the gloom in bursts, beams of lasfire illuminate the fog of war, and spent ammunition cartridges are left discarded across the battlefield.'''
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| Start your Shooting phase by selecting one eligible unit from your army to shoot with. An eligible unit is one that has one or more models equipped with ranged weapons. Units that Advanced this turn, and units that Fell Back (other than '''TITANIC''' units) this turn are not eligible. If you have no eligible units, your Shooting phase ends. After you have shot with one of your eligible units, you can then select another of your eligible units to shoot with, and so on, until you have shot with as many of your units as you wish.
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| When you select a unit to shoot with, you select targets and resolve attacks with any or all ranged weapons that models in that unit are equipped with (each ranged weapon can only be shot once per phase). The ranged weapons that models in a unit are equipped with are detailed on its datasheet.
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| No unit can be selected to shoot with more than once in each Shooting phase. Once all your eligible units that you wish to shoot with have done so, your Shooting phase ends and you progress to the Charge phase.
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| * Select a unit from your army to shoot with.
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| * When a unit shoots, select targets then resolve attacks with any or all ranged weapons that models in that unit are equipped with.
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| * Select another unit from your army to shoot with.
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| * Once you have shot with all your units, progress to the Charge phase.
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| === SELECT TARGETS ===
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| When a unit shoots, you must select the target unit(s) for all of the ranged weapons its models are making attacks with before any attacks are resolved. If a model has more than one ranged weapon, it can shoot all of them at the same target, or it can split the weapons between different enemy units. Similarly, if a unit has more than one model, they can shoot at the same or different targets. In either case, when you select a target unit you must declare which weapons will target that unit before any attacks are resolved. If any of these weapons has more than one profile that you must choose between, you must also declare which profile is being used.
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| Only enemy units can be chosen as the target for an attack. In order to target an enemy unit, at least one model in that unit must be within range (i.e. within the distance of the Range characteristic) of the weapon being used and be visible to the shooting model. If unsure, get a look from behind the firing model to see if any part of the target is visible. For the purposes of determining visibility, a model can see through other models in its unit. If there are no eligible targets for a weapon then that weapon cannot shoot. If this is the case for all of a unit’s ranged weapons, then that unit is not eligible to shoot with.
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| If you have selected more than one target for your unit to shoot at, you must resolve all the attacks against one target before moving on to the next target. If your unit is shooting more than one ranged weapon at a target, and those weapons have different characteristics profiles, then after you have resolved attacks with one of those weapons you must, if any other weapons with the same characteristics profile are also being shot at that unit, resolve those attacks before resolving any attacks against the target unit with a weapon that has a different characteristics profile.
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| Note that so long as at least one model in the target unit was visible to the shooting model and in range of its weapon when that unit was selected as the target, that weapon’s attacks are always made against the target unit, even if no models in the target unit remain visible to or in range of it when you come to resolve them (this can happen because of models being destroyed and removed from the battlefield as the result of resolving the shots with other weapons in the shooting model’s unit first).
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| * Select targets for all weapons before any attacks are resolved.
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| * At least one model in the target unit must be visible to the attacking model and within range of the attacking weapon.
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| * If a unit targets multiple units, all attacks against one unit must be resolved before resolving attacks against the next.
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| * If a unit shoots with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
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| '''''For example:''''' ''James selects a squad of Chaos Space Marines to shoot with. The unit has ten models: one is equipped with a lascannon, one with a meltagun and eight with boltguns. When the unit is selected to shoot, James splits their attacks as follows: the lascannon targets an enemy vehicle unit, while the meltagun and all the boltguns target an enemy infantry unit. All the weapons are in range of their respective units and both targets are visible to all firing models. James resolves the attacks against the infantry unit first, beginning by choosing to shoot with the boltguns. After all the boltgun attacks have been resolved, James then resolves the meltagun attack. Having resolved all the attacks against the infantry unit, James can then resolve the lascannon attack against the vehicle unit.''
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| === LOCKED IN COMBAT ===
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| Models cannot make attacks with ranged weapons while their unit is within Engagement Range of any enemy models. Models also cannot target enemy units within Engagement Range of any other units from your army – the risk of hitting your own troops is too great.
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| * Units cannot shoot while they are within Engagement Range of any enemy units.
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| * Units cannot shoot at targets within Engagement Range of any friendly units.
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| === NUMBER OF ATTACKS ===
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| When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.
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| The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.
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| * All of a ranged weapon’s attacks must be made against the same target unit.
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| * Number of attacks = number after weapon’s type.
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| ADVANCED RULES
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| === BIG GUNS NEVER TIRE ===
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| A '''VEHICLE''' or '''MONSTER''' model can make attacks with ranged weapons even when its unit is within Engagement Range of enemy units, but it can only make such attacks against enemy units that it is within Engagement Range of. In such circumstances, '''VEHICLE''' and '''MONSTER''' models can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit. Note that if a '''VEHICLE''' or '''MONSTER''' unit has more than one ranged weapon, you can still choose to target units that are not within Engagement Range of the firing model’s unit, but they will only be able to make the attacks with that weapon if all enemy units within Engagement Range of the firing model’s unit have been destroyed when you come to resolve those attacks. In addition, when a '''VEHICLE''' or '''MONSTER''' model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks while any enemy units are within Engagement Range of that model’s unit.
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| * '''MONSTERS''' and '''VEHICLES''' can shoot ranged weapons even if within Engagement Range of enemy units.
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| * '''MONSTERS''' and '''VEHICLES''' can target other units, but cannot resolve these attacks while any enemy models remain within their Engagement Range.
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| * Subtract 1 from hit rolls made when '''MONSTERS''' and '''VEHICLES''' shoot Heavy weapons while any enemy units remain within their Engagement Range.
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| === LOOK OUT, SIR ===
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| Models cannot target a unit that contains any '''CHARACTER''' models with a Wounds characteristic of 9 or less with a ranged weapon while that '''CHARACTER''' unit is within 3" of any of the following:
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| * A friendly unit that contains 1 or more '''VEHICLE''' or '''MONSTER''' models with a wounds characteristic of 10 or more.
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| * A friendly non-'''CHARACTER''' unit that contains 1 or more '''VEHICLE''' or '''MONSTER''' models.
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| * A friendly non-'''CHARACTER''' unit that contains 3 or more models.
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| In all cases, if that '''CHARACTER''' unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that '''CHARACTER''' unit is the closest enemy unit to the firing model, ignore other enemy units that contain any '''CHARACTER''' models with a Wounds characteristics of 9 or less.
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| * Cannot shoot at an enemy '''CHARACTER''' with 9 or less wounds while it is within 3" of a friendly unit that contains 1 '''MONSTER''', 1 '''VEHICLE''' or 3+ other models (excluding '''CHARACTER''' models with 9 or less wounds) unless it is the closest target.
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| == RANGED WEAPON TYPES ==
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| There are five types of ranged weapon: Assault, Heavy, Rapid Fire, Grenade and Pistol. A weapon’s type can impact the number of attacks it can make. In addition, each type of ranged weapon also has an additional rule that, depending upon the situation, might affect the accuracy of the weapon or when it can be fired. These are as follows:
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| === ASSAULT ===
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| ''Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.''
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| If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.
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| * Can be shot even if firing model’s unit Advanced.
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| * Subtract 1 from hit rolls if the firing model’s unit Advanced.
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| === HEAVY ===
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| ''Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.''
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| When an '''INFANTRY''' model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).
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| * Subtract 1 from hit rolls if firing model is '''INFANTRY''' and its unit has moved this turn.
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| === RAPID FIRE ===
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| ''Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.''
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| When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.
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| * Double number of attacks made if target is within half range.
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| === GRENADE ===
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| ''Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.''
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| When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.
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| * Only one model can use a Grenade when its unit shoots.
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| === PISTOL ===
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| ''Due to their compact size, pistols can even be used in melee to shoot at point-blank range.''
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| A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.
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| When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.
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| * Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
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| * Cannot be shot alongside any other type of weapon.
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| ADVANCED RULES
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| === BLAST WEAPONS ===
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| Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
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| * If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
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| * When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
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| Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a '''VEHICLE''' or a '''MONSTER''' – firing high-explosives at point-blank range is simply unwise.
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| * '''Blast Weapons''': Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
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| * Can never be used to attack units within the firing unit’s Engagement Range.
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| ==== Blast and Multiple Dice Rolls ====
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| In addition to the errata here, we wanted to briefly add an additional example to explain how the Blast rule works when shooting a weapon that requires more than one dice roll to determine its number of attacks. For example, if a Heavy 2D3 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a double 1 to determine how many attacks are made, that result is less than 3 and so that weapon makes 3 attacks against that target. If the same weapon targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
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| == MAKING ATTACKS ==
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| Attacks are made using ranged or melee weapons. Attacks can be made one at a time, or, in some cases, you can roll for multiple attacks together. The following sequence is used to make attacks one at a time:
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| === 1. HIT ROLL ===
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| When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.
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| If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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| === 2. WOUND ROLL ===
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| Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:
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| {| class="wikitable"
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| {| class="wikitable"
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| | colspan="2" |'''WOUND ROLL'''
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| |-
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| |'''ATTACK’S STRENGTH vs TARGET’S TOUGHNESS'''
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| |'''D6 ROLL REQUIRED'''
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| |-
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| |Is the Strength '''TWICE (or more)''' than the Toughness?
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| |'''2+'''
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| |-
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| |Is the Strength '''GREATER''' than the Toughness?
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| |'''3+'''
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| |-
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| |Is the Strength '''EQUAL''' to the Toughness?
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| |'''4+'''
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| |-
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| |Is the Strength '''LOWER''' than the Toughness?
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| |'''5+'''
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| |-
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| |Is the Strength '''HALF (or less)''' than the Toughness?
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| |'''6+'''
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| |}
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| |}
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| If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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| === 3. ALLOCATE ATTACK ===
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| If an attack successfully wounds the target unit, the player commanding the target unit allocates that attack to one model in the target unit (this can be to any model in the unit and does not have to be allocated to a model that is within range of, or visible to, the attacking model). If a model in the target unit has already lost any wounds or has already had attacks allocated to it this phase, the attack must be allocated to that model.
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| === 4. SAVING THROW ===
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| The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
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| ==== Terrain and Cover ====
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| Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
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| === 5. INFLICT DAMAGE ===
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| The damage inflicted is equal to the Damage (D) characteristic of the weapon making the attack. A model loses one wound for each point of damage it suffers. If a model’s wounds are reduced to 0 or less, it is destroyed and removed from play. If a model loses several wounds from an attack and is destroyed, any excess damage inflicted by that attack is lost and has no effect.
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| * '''Hit roll (ranged weapon)''': Roll one D6; hit scored if result equals or beats attacking model’s BS. Otherwise attack fails.
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| * '''Hit roll (melee weapon)''': Roll one D6; hit scored if result equals or beats attacking model’s WS. Otherwise attack fails.
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| * '''Wound roll''': Roll one D6 and compare attack’s S with target’s T on table to the left. Target wounded if score equals or beats the required result. Otherwise attack fails.
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| * '''Allocate attack''': Player commanding target unit selects one model in that unit. If a model in the unit has already lost wounds, or has already had attacks allocated to it this phase, they must select that model.
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| * '''Saving throw''': Roll one D6 and modify by the attack’s AP. If result less than the Sv of the selected model, the saving throw is failed and it suffers damage. Otherwise attack is saved.
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| * '''Inflict damage''': The selected model loses a number of wounds equal to the attack’s D.
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| * If a model is destroyed by an attack, any excess damage inflicted by that attack is lost.
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| * Unmodified hit rolls, wound rolls and saving throws of 1 always fail.
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| * Unmodified hit rolls and wound rolls of 6 always succeed.
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| * Hit and wound rolls cannot be modified by more than -1 or +1.
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| === ''Hints and Tips –'' FAST DICE ROLLING ===
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| ''The rules for making attacks have been written assuming you will resolve them one at a time. However, it is possible to speed up your battles by rolling the dice for similar attacks together. In order to make several attacks at once, all of the attacks must have the same Ballistic Skill (if it’s a shooting attack) or the same Weapon Skill (if it’s a close combat attack). They must also have the same Strength and Armour Penetration characteristics, they must inflict the same Damage, they must be affected by the same abilities, and they must be directed at the same unit. If this is the case, make all of the hit rolls at the same time, then all of the wound rolls. Your opponent can then allocate the attack one at a time, making the saving throws and suffering damage each time as appropriate. Remember, if the target unit contains a model that has already lost any wounds or has already had attacks allocated to it this phase, they must allocate further attacks to this model until either it is destroyed, or all the attacks have been saved or resolved.''
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| ADVANCED RULES
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| === INVULNERABLE SAVES ===
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| Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
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| * '''Invulnerable save''': Saving throw that is never modified by attacking weapon’s AP.
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| * A model with an invulnerable save can use it instead of its normal Sv.
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| === MORTAL WOUNDS ===
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| Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
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| If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).
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| * Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
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| * No saving throws can be made against mortal wounds.
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| * Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
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| === IGNORING WOUNDS ===
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| Some models have rules that give them a chance to ignore wounds. If a model has more than one such rule, you can only use one of those rules each time the model loses a wound (including wounds lost due to mortal wounds).
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| * A model can only use one rule to attempt to ignore each wound suffered.
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| === CHARGE PHASE ===
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| '''Warriors hurl themselves into battle to slay with blade, hammer and claw. Strident war cries and frantic screams echo through the whirling smoke as the moment of cataclysmic violence draws near.'''
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| {| class="wikitable"
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| |-
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| |The Charge phase is split into two steps. First you charge with your units. Then your opponent performs Heroic Interventions.
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| 1. CHARGES
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| 2. HEROIC INTERVENTIONS
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| |-
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| |}
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| === 1. CHARGES ===
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| Start your Charge phase by selecting one eligible unit from your army that you want to charge, and declare a charge with it. An eligible unit is one that is within 12" of any enemy units at the start of the Charge phase. Units that have Advanced or Fallen Back this battle round, and units that start the Charge phase within Engagement Range of any enemy units, are not eligible units. If you have no eligible units from your army that you wish to charge with on the battlefield, progress to the Heroic Interventions step of the Charge phase. After you have finished charging with one of your units, you can then select another unit from your army to do so, and so on, until you have done so with as many of your units as you wish.
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| No unit can be selected to charge more than once in each Charge phase. Once all of your eligible units that you wish to charge with (if any) have declared a charge and have done so, progress to the Heroic Interventions step of the Charge phase.
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| * Select a unit from your army to charge with.
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| * Charge with that unit (see below).
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| * Select another unit from your army to charge with.
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| * Once all your units have charged, progress to the Heroic Interventions step.
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| === CHARGING WITH A UNIT ===
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| Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.
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| * Declare targets of the charge (must be within 12").
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| * Charge roll = 2D6".
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| * If insufficient to move charging unit into Engagement Range of all targets, charge fails.
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| * If charge successful, models make their charge move.
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| * Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
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| == 2. HEROIC INTERVENTIONS ==
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| Your opponent can now select an eligible '''CHARACTER''' unit from their army to perform a Heroic Intervention. An eligible '''CHARACTER''' unit is one that is not within Engagement Range of any enemy units, but is within 3" horizontally and 5" vertically of an enemy unit. After they have finished performing a Heroic Intervention with a '''CHARACTER''' unit, they can then select another eligible '''CHARACTER''' unit from their army to do so, and so on, until they have done so with as many of their units as they wish. If your opponent has no eligible '''CHARACTER''' units, the Charge phase ends.
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| No unit can perform more than one Heroic Intervention in each enemy Charge phase. A unit can never perform a Heroic Intervention in their own Charge phase. Once all of your opponent’s eligible '''CHARACTER''' units have performed Heroic Interventions that they want to, your Charge phase ends and you progress to the Fight phase.
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| * Select one '''CHARACTER''' unit to perform a Heroic Intervention.
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| * Cannot perform a Heroic Intervention if any enemy units are in Engagement Range.
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| * Must be an enemy unit within 3" horizontal and 5" vertical to perform a Heroic Intervention.
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| * Select another '''CHARACTER''' unit to perform a Heroic Intervention.
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| * Once all your '''CHARACTER''' units have performed Heroic Interventions, progress to the Fight phase.
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| === PERFORMING A HEROIC INTERVENTION ===
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| When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.
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| * '''Heroic Intervention''': Move up to 3".
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| * Must end closer to the closest enemy model.
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| ADVANCED RULES
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| === CHARGING OVER TERRAIN ===
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| Unless stated otherwise, a model can be moved over a terrain feature when it makes a charge move, but not through it (so models can’t move through a wall, or pass through a tree, but can climb up or over them).
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| A model can be moved over terrain features that are 1" or less in height as if they were not there – any vertical distance up and/or down that they would have to make to traverse such terrain features is ignored. A model can be moved vertically in order to climb up, down and over any terrain features that are higher than this, counting the vertical distance up and/or down as part of its charge move. Models cannot finish a charge move mid-climb – if it is not possible to make a charge move as a result, the charge fails.
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| * Models can make a move freely over terrain features 1" or less in height.
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| * Models cannot move through taller terrain features, but can climb up and down them.
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| === FLYING WHEN CHARGING ===
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| If a unit’s datasheet has the '''FLY''' keyword, then when it makes a charge move, its models can be moved across other models (and their bases) as if they were not there, but they must move over terrain features (including '''BUILDING''' units) like any other model. A model that can '''FLY''' cannot finish any move on top of another model.
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| * '''FLY''' models can move over other models when they make a charge move.
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| * '''FLY''' models move over terrain (including '''BUILDINGS''') like any other model when they make a charge move.
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| === OVERWATCH ===
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| Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.
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| * '''Overwatch''': Before charge roll made, all charge targets that can fire Overwatch can do so.
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| * Can never fire Overwatch while enemy units are in Engagement Range.
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| * When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
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| === FIGHT PHASE ===
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| '''Carnage engulfs the battlefield as the warring armies meet head-on. Fangs and claws crunch through bone. Blades ring like hammer on anvil. Blood spurts and flesh tears as hate-filled foes tear one another apart.'''
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| Starting with the player whose turn is not taking place, the players must alternate selecting an eligible unit from their army and fighting with it (see below). An eligible unit is one that is within Engagement Range of an enemy unit and/or made a charge move in the same turn. If neither player has any eligible units to fight with, the Fight phase ends.
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| No unit can fight more than once in the Fight phase. If all of one player’s eligible units have fought, the opposing player can then fight with their remaining eligible units, one at a time. Note that after an enemy unit has fought and finished its Consolidation move, it might be that previously ineligible units now qualify as such – these units can then be selected to fight with. Once all eligible units have fought, the Fight phase ends and you progress to the Morale phase.
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| * Starting with your opponent, alternate selecting units to fight with.
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| * When a unit fights, it piles in, then it makes close combat attacks, then it consolidates.
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| * If one player has no more units left to fight with, their opponent then fights with their remaining units, one at a time.
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| * Once all units have fought, progress to the Morale phase.
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| === CHARGING UNITS FIGHT FIRST ===
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| Units that made a charge move this turn fight first in the Fight phase. This means that units that did not make a charge move this turn cannot be selected to fight until after all units that did make a charge move have fought.
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| * Units that made a charge move this turn fight before all other units.
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| === FIGHT ===
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| When you select a unit to fight, it first piles in, then the models in the unit must make close combat attacks, and then the unit consolidates.
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| === PILE IN ===
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| When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.
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| * '''Pile in''': Move up to 3".
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| * Must end closer to the closest enemy model.
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| === MAKE CLOSE COMBAT ATTACKS ===
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| When a unit makes its close combat attacks, before resolving those attacks you must first determine which models can fight and how many attacks they will make, then you select the target unit(s) for all of the attacks those models will make and declare what melee weapons those attacks will be made with.
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| ==== Which Models Fight ====
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| When a unit makes close combat attacks, only the models in that unit that are either within Engagement Range of an enemy unit, or that are within ½" of another model from their own unit that is itself within ½" of an enemy unit, can fight.
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| * A model can fight if it is in Engagement Range of an enemy unit.
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| * A model can fight if it is within ½" of another model from their own unit that is within ½" of an enemy unit.
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| ==== Number of Attacks ====
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| When a model fights, it will make a number of attacks. You make one hit roll for each attack being made (see Making Attacks).
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| The number of attacks a model makes is determined by its Attacks (A) characteristic, which can be found on its datasheet. For example, if a model has an A of 2, it can make two attacks.
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| * Number of attacks made by each model that can fight = A.
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| ==== Additional Attacks for a Pair of Weapons ====
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| If a model is equipped with two weapons that have an ability that reads ‘Each time the bearer fights, if it is equipped with 2 [name of weapon], it makes 1 additional attack with this weapon.’ (e.g. Orks killsaws, Grey Knights nemesis falchions, Drukhari macroscalpels, etc.), that model only makes 1 additional attack, not 1 for each specified weapon it is equipped with.
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| ==== Select Targets ====
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| Before you resolve any attacks, you must first select the target unit(s) for all of the attacks. Attacks made by models in units that made a charge move this turn can only target enemy units that their unit declared a charge against, or that performed a Heroic Intervention this turn. In order to target an enemy unit, an attacking model must either be within Engagement Range of that unit, or within ½" of another model in its own unit that is itself within ½" of that enemy unit.
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| If a model can make more than one attack, it can make all of them against the same target, or it can split them between different enemy units. Similarly, if a unit has more than one model, each model can make their attacks at the same, or different targets. In either case, declare which attacks will target which unit(s) before any attacks are resolved, and resolve all of the attacks against one target before moving onto the next.
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| If there are no viable targets (because all enemy units are beyond Engagement Range etc.) then that unit cannot make close combat attacks, but it can still consolidate.
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| * If the attacking unit made a charge move this turn, its models can only target units it declared a charge against this turn, or units that performed a Heroic Intervention this turn.
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| * Select targets for all attacks, before any attacks are resolved.
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| * If a unit targets multiple units, all attacks against one unit must be resolved before resolving attacks against the next.
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| ==== Select Weapon ====
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| When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:
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| {| class="wikitable"
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| {| class="wikitable"
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| |'''WEAPON'''
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| |'''RANGE'''
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| |'''TYPE'''
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| |'''S'''
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| |'''AP'''
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| |'''D'''
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| |-
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| |Close combat weapon
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| |Melee
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| |Melee
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| |User
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| |0
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| |1
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| |}
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| |}
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| If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.
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| If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).
| | == [[PSYCHIC PHASE]] == |
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| * Each close combat attack is made with a melee weapon.
| | == [[SHOOTING PHASE]] == |
| * A model makes attacks using the close combat weapon profile if it has no other melee weapons.
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| * If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
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| === CONSOLIDATE === | | == [[CHARGE PHASE]] == |
| When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.
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| * '''Consolidate''': Move up to 3".
| | == [[FIGHT PHASE]] == |
| * Must end closer to the closest enemy model.
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| '''''For example:''''' ''James selects a unit of Chaos Terminators to fight. After the models have piled in, James makes attacks with his unit. This unit consists of five models that are in Engagement Range of an enemy unit. One of James’ models has an Attacks characteristic of 3 and is equipped with a lightning claw. The other four models each have an Attacks characteristic of 2, and two are equipped with power fists and two are equipped with lightning claws. The Chaos Terminators are only in Engagement Range with one enemy unit; therefore they make seven attacks against that unit using the lightning claws, and four using power fists. James resolves the attacks made using power fists first, and once they have all been resolved, James then resolves the attacks made using the lightning claws. After all of the unit’s attacks have been resolved, the Terminators then consolidate.''
| | == [[MORALE AND BATTLESHOCK]] == |
| | [[Category:Rules]] |