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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|MOVEMENT PHASE]] == | | == [[Movement Phase|MOVEMENT PHASE]] == |
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| == [[SHOOTING PHASE]] == | | == [[SHOOTING PHASE]] == |
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| === CHARGE PHASE === | | == [[CHARGE PHASE]] == |
| '''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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| |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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| === 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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| |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).
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| * Each close combat attack is made with a melee weapon.
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| * 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 ===
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| 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".
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| * 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.''
| | == [[FIGHT PHASE]] == |