Waffle Edition 40K: Difference between revisions
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===(Proposed Rule) Suppressive Fire:=== | ===(Proposed Rule) Suppressive Fire:=== | ||
<code>Any unit may, when shooting at an enemy unit, perform a Suppressive Fire shooting action instead of a regular shooting action against non-vehicle targets. Perform a Suppressive Fire action just as you would make a normal Shooting action, but do not remove any models or reduce any wounds as a result of this shooting. Instead, if the target unit would have suffered enough wounds to take a Morale check, they must take that morale check with a -1 penalty to their Ld for each Wound they would have suffered. Snap shots cannot be used as Suppressive Fire.</code> | <code>Any unit may, when shooting at an enemy unit, perform a Suppressive Fire shooting action instead of a regular shooting action against non-vehicle targets. Perform a Suppressive Fire action just as you would make a normal Shooting action, but do not remove any models or reduce any wounds as a result of this shooting. Instead, if the target unit would have suffered enough wounds to take a Morale check, they must take that morale check with a -1 penalty to their Ld for each Wound they would have suffered. Snap shots cannot be used as Suppressive Fire. (Who's idea was this, why are my terminators running away all the time!)</code> | ||
===Run=== | ===Run=== |
Revision as of 14:16, 4 May 2015
Basically, /tg/ got tired of all the imbalances and lack of support for 40K, culminating in annoyance with 6e producing very little of value while managing to fuck things up even more. As a result, a bunch of neckbeard anons got together in an effort to produce a version of 40K that wasn't complete shit.
WARHAMMER 40,000:WAFFLES EDITION v1.0
Original Rules text is as written
/tg/ changed Rules are marked with this format
Rules that are changing but don’t have a solid change yet are not marked. Check the Google docs for more: https://docs.google.com/document/d/1H9BSZAMNLNupOgwFLyWrCNrb1uBG3j_9XbopwhAES_4/edit?pli=1
THE MOST IMPORTANT RULE
Don’t be a dick
.
MEASURING DISTANCES
Scatter Sometimes a rule will call for an object (a template,counter, model or even a whole unit ) to be placed on the battlefield and then scatterers
When this occurs, follow this procedure:
- Place the object on the battlefield as instructed by the rule
- If the target unit is more than 6” away from the firing unit, roll a scatter dice and 2D6 to determine the direction and distance of scatter in inches.
If the target unit is less than 6” away from the firing unit, roll a scatter dice and 1D6 to determine the direction and distance of scatter in inches.
- If a Hit! is rolled on the scatter dice, the object does not move - leave it in place,and resolve the remainder of the rule
- If an arrow is rolled) move the object the distance shown on the 2D6 in the direction of the arrow, Ignore intervening terrain, units', etc, unless the rule states otherwise
Once the object has scattered to its final position, resolve its effects.
Some rules may specify a distance to be determined other than 2D6 in which case you replace the 2D6 in this procedure with the method listed in the rule
THE SPIRIT OF THE GAME
Warhammer 40,000 may be somewhat different to any other game you have played. Above all, it's important to remember Don’t be a dick
THE TURN
(Working Playtest version) Turn Order
At the beginning of a turn, each player rolls a D6 and adds his/her Warlord's leadership to the roll. The player with the highest score activates first. If the scores are identical, re-roll. Each player activates a single squad or vehicle at a time, and makes the movement, shooting, and assaults with this unit. After they perform their actions, the unit cannot be nominated to be activated again this turn, and should be marked with a token of some kind as a reminder. If engaged in melee, the unit acts as normal in the assault even if they’ve already activated. Rolling for a model in Reserves (And any actions performed if successful) counts as activating the unit.
After they have activated a unit, the opposing player activates a single unit as above, and repeat until all squads and vehicles have been activated.
It will likely be the case that one player will have more total squads and vehicles to activate. In that case, the player may activate several units in a row until every unit has been activated.
After all of the models have been activated, the turn is over and both players begin alternating activation of their units again.
Consider: The unit with the highest Leadership (possibly Initiative) is moved, then each other in descending order, if any units are tied then their controllers chose which moves first and they are considered to have moved at the same time. When all units have moved (or chosen not to), repeat the process for shooting, then again for assaulting.
THE MOVEMENT PHASE
Unit Coherency When you are moving a unit, its individual models can each move up to their maximum movement distance. However, units have to stick together, otherwise individual models become scattered and the unit loses its cohesion as a fighting force. So, once a unit has finished moving, the models in it must form an imaginary chain where the distance
between one model and the next is no more than 2", and no two models in the unit can be farther than 12” apart from each other.
We call this 'unit coherency' (for this rule, has tyranid been considered? 30 hormagaunts are hard to fit into 12" without making a firball formation. 1 Large Blast would clean the whole squad up.)
THE SHOOTING PHASE
Snap Shots
Under certain circumstances, models can only fire Snap Shots * opportunistic bursts of fire 'snapped' off in the general direction of the target The most common occurrence of a Snap Shot is when a model with a Heavy weapon, such as a heavy bolter, moves and shoots in the same turn (see page XX for more on Heavy weapons). If a model is forced to make Snap Shots rather than shoot normally, then divided by 2 (always round down) to a minimum of BS 1.
Some weapon types, such as Template and Ordnance) or those that have certain special rules, such as Blast, cannot be fired as Snap Shots. It's important to note that any shooting attack that does not use a Ballistic Skill - such as the Necron Monolith's portal of exile - cannot be 'fired' as a Snap Shot.
Reaction to shooting:
When a unit is fired upon during a shooting phase, it may immediately make one of the following two actions after the unit has resolved their wounds from the shooting:
The unit may “snap-fire” at the attacking squad. This does not provoke additional snap-fire, and does not count as the squad’s shooting phase.
The unit may make a single normal Move just as if this was their Movement Phase (But they may not run with this free movement)
A unit may only use a single Reaction to Shooting once during an entire enemy turn.
(Proposed Rule) Suppressive Fire:
Any unit may, when shooting at an enemy unit, perform a Suppressive Fire shooting action instead of a regular shooting action against non-vehicle targets. Perform a Suppressive Fire action just as you would make a normal Shooting action, but do not remove any models or reduce any wounds as a result of this shooting. Instead, if the target unit would have suffered enough wounds to take a Morale check, they must take that morale check with a -1 penalty to their Ld for each Wound they would have suffered. Snap shots cannot be used as Suppressive Fire. (Who's idea was this, why are my terminators running away all the time!)
Run
At times, warriors may have to quickly redeploy, literally running from cover to cover or simply concentrating on movement and giving up their chance to shoot. In their Shooting phase, units may choose to Run instead of firing. Roll a D6 to determine the maximum Run distance for the entire unit. Models in the unit may then immediately move up to that distance in inches. They may choose to not move after the roll is made, but still count as having Run.
Running movement is not slowed by difficult terrain but models running through dangerous terrain must test as normal (see page XX). Units that Run in the Shooting phase cannot charge in the following Assault phase.
Rolls to Wound
Overwhelming Strength
When an attack with S10 (And S10 only!) would need a 1+ or less to wound a target, it instead causes this wound automatically, with no rolls required (Saves may still be taken if applicable, counting the to-wound roll as if it were a 6)
(Proposed Rule) Final Shot
If a multiple-model unit has been reduced to only a single model with only a single wound (If it had multiple wounds, with all but the last one having been lost previously), for every successful wound this model causes it may immediately make an additional attack with identical Strength, AP, and any other applicable special rules against that same target. If these additional attacks cause wounds, they gain another attack against that target, and so on.
Consider: what if a Space Marine with lascannon got into this position? Not really OK
A model may not make a Final Shot with a Blast, Template, Barrage, or Ordnance weapon, and cannot be made by Independent Characters.
Types of Saving Throws
Cover Saves
Types of Cover Saves
The type of cover save a model receives depends on exactly what he is sheltering behind. For example, a soft obstacle (like a bloodthorn hedge) that would hide soldiers behind it, but would not even slow down enemy shots, confers a 5+ cover save. Purpose-built fortifications confer a 3+ cover save and most other things confer a 4+ or 5+ cover save. Before deploying their armies, it is a very good idea for players to go through all the terrain pieces on the battlefield quickly and agree what kind of cover each will offer.
In all but very rare cases, most terrain will offer a 5+ Cover save.
THE ASSAULT PHASE
Charge Sub-phase
It's time for your warriors to hurl themselves into close combat and carry the day through bitter melee. To resolve a charge, use the following procedure:
- First, pick one of your units, and declare which enemy unit it wishes to charge.
Then, the target enemy unit gets to make a Reaction to Charge (see below).
Once Reaction to Charge is resolved, roll the charge distance for the unit and, if it is in range, move it into contact with the enemy unit – this is sometimes called ‘launching an assault’.
Once this has been done, proceed to the Fight sub-phase.
(Proposed Rule) Fiery Charge
Any models that have made a successful Charge may immediately make a Fiery Charge shooting attack against the non-vehicle enemy unit they charged. Resolve it as a normal Shooting attack, with only Assault and Pistol type weapons able to fire. Any casualties caused from this attack are added to the combat result for this side.
However, units choosing to make a Fiery charge lose their bonus attack from a charge, if any. Units with the Rage USR only lose one of their two attacks.
Reaction to Charge
Few warriors sit idly by when an enemy horde descends upon them, but let fly with every weapon at their command or retreat.
A unit that is charged can react in two ways:
Fire Overwatch: The unit tries to thin out the foes charging them by opening fire.
Fall Back: The unit tries to avoid close combat by retreating.
Overwatch
Warriors receiving a charge will try to thin out their foes through open fire.
Though such shots are often inaccurate (there's not much time to aim, and there's something distinctly off-putting about the onset of a bellowing foe), each has a chance of killing an enemy and altering the balance of the ensuing melee before it even begins. In fact, a particularly lucky burst of Overwatch fire can rob a charge of so much momentum that it comes to a stumbling halt!
As soon as a charge has been declared against one of your units, that unit can immediately fire Overwatch at the would-be attacker - it doesn't have to, but it's often a good idea.
An Overwatch attack is resolved like a normal shooting attack (albeit one resolved in the enemy's Assault phase) and uses all the normal rules for range, line of sight, cover saves and so on. Unlike a normal shooting attack, Overwatch cannot cause Morale checks or Pinning tests. Any shots fired as Overwatch can only be fired as Snap Shots. Therefore, weapons and models that cannot fire Snap Shots cannot fire Overwatch.
Fall Back
Units that fall back from charging enemies believe that they have no chance of winning the ensuing fight. A fall back move is not always voluntary. Units that are already fleeing must always declare Falling Back as their charge reaction and certain terrifying creature may force a unit to Fall Back instead of other options. A unit that decides to Fall Back must make a Fall Back moves (see the morale section).
Reaction Restrictions
It's worth pointing out that units that are locked in close combat cannot react to a charge
- we can assume that other events have their full attention. Also note that a unit being charged may only react to a charge
once per turn.
Roll Charge Range
Once all Overwatch shots have been resolved, the controller of the charging unit rolls to determine his unit's charge distance.
There are myriad factors that can speed or slow a charging unit as it launches itself forward.
Roll 1D6 and add 6 to this.
This is your charge range - the number of inches your assaulting unit can charge. This total is important, so remember it. If a unit has models that roll differently for their charge range, the whole unit must charge at the speed of the slowest model.
Fighting Sub-phase
Rolling to Hit
To determine whether hits are scored, roll a D6 for each Attack a model gets to make and compare the WS of the attacking model with the WS of the target unit.
Then, consult the To Hit chart on this page to find the minimum result needed on a D6 To Hit. (Your Weaponskill is on the left column, Enemy Weaponskill is on the top row)
To Hit Chart | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
1 | 4+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
2 | 2+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
3 | 2+ | 3+ | 4+ | 5+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ |
4 | 2+ | 2+ | 3+ | 4+ | 5+ | 5+ | 5+ | 6+ | 6+ | 6+ |
5 | 2+ | 2+ | 3+ | 3+ | 4+ | 5+ | 5+ | 5+ | 5+ | 6+ |
6 | 2+ | 2+ | 2+ | 3+ | 3+ | 4+ | 5+ | 5+ | 5+ | 5+ |
7 | 2+ | 2+ | 2+ | 3+ | 3+ | 3+ | 4+ | 5+ | 5+ | 5+ |
8 | 2+ | 2+ | 2+ | 2+ | 3+ | 3+ | 3+ | 4+ | 5+ | 5+ |
9 | 2+ | 2+ | 2+ | 2+ | 3+ | 3+ | 3+ | 3+ | 4+ | 5+ |
10 | A | A | A | A | A | 3+ | 3+ | 3+ | 3+ | 4+ |
It is worth explaining the mechanic behind the chart: If you have the same WS as an opponent, you both hit on a 4+. If you have a higher WS than the opponent, you hit on a 3+ and they hit on a 5+. If you have double or more than their WS, you hit on a 2+ and they hit on a 6+.
Incredible Skill
When an attack with WS10 (And WS10 only!) would need a 2+ or less to hit a target, it instead causes this hit automatically, with no rolls required (To-wound rolls and saves may still be taken if applicable, counting the to-hit roll as if it were a 6)
(Proposed Rule) Final Blow
If a multiple-model unit has been reduced to only a single model with only a single wound (If it had multiple wounds, with all but the last one having been lost previously), for every successful wound this model causes it may immediately make an additional attack with identical Strength, AP, and any other applicable special rules against that same target at the same Initiative step. If these additional attacks cause wounds, they gain another attack against that target, and so on.
A Final Blow cannot be made by Independent Characters.
Determine Assault Results
Sweeping Advances
When a unit falls back from combat, the victors make a Sweeping Advance, attempting to cut down their fleeing foes.
When a Sweeping Advance is performed, both the unit falling back and the winning unit roll a D6 and add their unmodified Initiative to the result. In a unit with mixed Initiative characteristics, use the highest - we can assume the quicker-witted individuals in the unit guide the others.
The units then compare their totals.
If the winner's total (Initiative + dice roll) is equal to or greater than the foe's, the falling back unit is caught by the Sweeping Advance: Each model in the winning squad automatically inflicts a randomly distributed hit on the fleeing unit.
If the falling back unit's total is higher, they break off from the combat successfully.
In either case, make a Fall Back move for the surviving members of the losing unit
. The winners can then Consolidate as detailed below.
Multiple Combats
Assault Results
When determining assault results in a multiple combat, total up the number of wounds inflicted by all units on each side to see which side is the winner. Every unit on the losing side has to check their Morale (they all use the same penalty, as described in the Morale section on page XX).
After all of the losing units have taken their Morale checks, each winning unit that is now free to make a Sweeping Advance rolls the dice and compares its total with the total of each of the falling back enemy units it was engaged with. Any that it equals or beats are destroyed. Remember that winning units can only Sweeping Advance if all of the units they were locked in combat with Fall Back or are wiped out in the fight.
After determining assault results, all units that were involved in that multiple combat must make Pile In moves towards enemies that fought in that combat. If no models in a unit are in base contact with an enemy unit, and the combined Pile In moves of both sides are not enough for them to get back into base contact, then they can Consolidate instead (Proposed Rule) Shooting Into and out of Close Combat.
Models belonging to units locked in combat cannot fire weapons in the Shooting phase, they are too busy fighting the enemy in front of them. However, models can shoot at units locked in close combat - while some commanders may wish their warriors to fire indiscriminately into the middle of close combats in the hopes of hitting the enemy, this is a risky maneuver. Units wishing to shoot into a melee must declare which of the engaged units they are trying to hit, and then perform a snap shot against that unit. Any successful snap shots hit the nominated enemy unit. However, any rolls of 1 or 2, even if they would normally be hits, hit one of your engaged units instead! (In the case of shooting at a melee which has no units you control, the 1s and 2s hit a squad from a different player than the controlling player of the nominated squad). Resolve all these hits as normal, and keep in mind that if you cause any casualties to a friendly unit, they will suffer a penalty to any Morale checks they might need to make!
While blast markers and templates cannot be deliberately placed such that they cover any models locked in combat, they may end up there after scattering and will then cause hits on any units they touch (friends and foes!) as normal.
Units that are locked in close combat do not take Morale checks or Pinning tests caused by shooting and cannot Go to Ground; they are much too focused on fighting to be worried about being shot at!
Morale
(Proposed Rule) When to Test
The most common reasons a unit must take a Morale check are as follows:
- Casualties: A unit losing 25% or more of its current models during a single Movement or Shooting phase must take a Morale check at the end of that phase
or be Pinned.
A unit losing 50% or more of its current models during a single Movement or Shooting phase must take a Morale check at the end of that phase or immediately Fall Back.
- Losing an assault: Units that lose a close combat (usually from suffering more wounds than they inflicted) must pass a Morale check to hold their ground. If they fail, they must Fall Back.
Units taking this Morale check suffer a -1 Ld. If the winning enemy unit had at least double their combat resolution, the penalty is instead -2 Ld. If it was triple, then the penalty is instead -3, and so on, with a maximum penalty of -6.
Fall Back
Each model in the unit moves directly towards their own table edge by the shortest possible route. If playing a mission where there is no 'own' table edge, models move towards the closest table edge instead.
If any model from a unit that is falling back moves into contact with a table edge, that model is removed from the game as a casualty, as it scatters and flees the battle.
Regrouping When Assaulted
Units that have charges declared against them while falling back must always test to Regroup as soon as the enemy is found to be within charge range. This test is always a normal Leadership test, and does not require Insane Heroism, regardless of the number of models remaining in the unit.
- If the test is failed, the assaulted unit
must Fall Back as its charge reaction. If a unit that fails to regroup is successfully charged then it is removed as a casualty at the end of the Charge sub-phase, after all charge moves have been completed.
- If the test is successful, the unit Regroups (without moving), and the fight continues as normal, starting with the enemy moving his charging models.
SPECIAL RULES
- Blast and Large Blast
- A weapon's profile will designate it as being either Blast or Large Blast. Blast refers to the (3") blast marker and Large Blast refers to the (5") blast marker. Large Blasts follow all of the rules for Blasts.
- When firing a Blast weapon,
models roll to hit as normal. In the case of a successful hit, place the relevant blast marker with its hole entirely over the base of the target model (see diagram), or its hull if the target is a vehicle.
The hole at the centre of the marker must be within the weapon's maximum range. You cannot place the blast marker so that the base or hull of any friendly models is even partially under it. - Blast weapons with the Ordnance type always scatter a number of inches equal to 2d6 subtracting the fire’s Ballistic Skill, to a minimum of 0”
- The large area affected by the blast means it's going to be very hard to miss completely. Nonetheless, the shot might not land exactly where intended.
If your model rolled a Miss, roll for the blast marker to scatter and subtract the firer's Ballistic Skill from the distance that it scatters (this subtraction cannot make the scatter less than zero). In the case of rolling a ‘Hit’ on the Scatter Die, instead scatter in the direction of the small arrow on the die.
Note that it is possible, and absolutely fine, for a shot to scatter beyond the weapon's maximum or minimum range and line of sight. This represents the chance of ricochets, the missile blasting through cover and other random events. In these cases, hits are worked out as normal and can hit and wound units out of range and line of sight (or even your own units, or models locked in combat). If the shot scatters so that the hole in the centre of the marker is beyond the table's edge, the shot is a complete miss and is discarded.- Once the final position of the blast market has been determined, take a good look at it from above - the unit suffers one hit for each model with its base fully or partially beneath the blast marker (see diagram).
- Once the number of hits inflicted on the unit has been worked out, roll To wound and save as normal. Any unsaved wounds are then allocated on the unit as for a normal shooting attack.
- Multiple Blasts
- If a unit is firing more than one shot with the Blast special rule, resolve each shot, one at a time, as described above. Scatter each individually if they miss, then determine how many hits are scored by each blast marker. Finally, resolve these, and the rest of the unit's shots, as normal.
- Blast Weapons and Rerolls
If a model can reroll with a Blast weapon, they reroll their dice to-hit with the weapon. If an Ordnance Blast weapon can reroll, they reroll both the distance and scatter die.
- Blast Weapons and Snap Shots
- Blast weapons cannot be fired as Snap Shots
- Barrage (Is not copy-paste, so apologies for any errors)
- All Barrage weapons use blast markers and consequently use the rules for Blast and Large Blast weapons, as indicated by their profile, with the following exceptions:
- Barrage Weapons can fire indirectly. This means that they can fire at a target that they do not have line of sight to and/or a target that is within the weapon’s minimum range (if it has one). When firing indirectly, the Ballistic skill of the firer is not subtracted from the scatter distance; unless a Hit! is rolled on the scatter die, the blast marker always scatters a full 2D6.
- Barrage weapons that are firing directly fire as if an ordnance weapon regardless of whether they are not an Ordnance weapon.
- To determine whether a unit wounded by a Barrage weapon is allowed a cover save, and when determining wound allocation, always assume the shot is coming from the center of the blast marker, instead of from the firing model. Hits against vehicles are always resolved against their side armour.
All Barrage weapons have the Pinning special rule.
Blank:
Psykers and Daemons, friend or foe, within 12" of a Blank have -3 Leadership, do not generate any Warp Charge (i.e. they do not add dice to their owning player’s Warp Charge Pool in the Psychic phase) and only harness Warp Charge points on a 6. A Blank can never be targeted or affected by psychic powers – other units in the Blank’s vicinity that are hit by beam or nova powers, or by Witchfire powers that use templates, are hit/affected normally. Any blessing or malediction psychic powers affecting a unit immediately cease to be in effect if the unit moves within 12" of a Blank or vice versa.
- Blind
- Any unit hit by a model or weapon with this special rule must immediately take an Initiative test. If the test is passed, all is well - a shouted warning has caused the warriors to avert their gaze.If the Initiative test is failed, all models in the unit are reduced to Weapon Skill and Ballistic Skill 1 until the end of their next turn.
and only fall back D6.
Should the attacking unit hit themselves, we assume they are prepared and they automatically pass the test. Bulletstorm
Bulletstorm weapons receive S+1 for every 6” closer than maximum range the target is from the firer, and -1 to AP at 6” or less. Bulletstorm weapons count as if the target is 6” away in Overwatch snap-fire.
Courageous (formerly And They Shall Know No Fear)
- A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3" Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn. Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance,
they do not suffer automatic hits
, but remain locked in combat instead. Dodge
Grants an Invulnerable Save equal to the number in (). For example if the special rules say Dodge (4++) then that unit has an invulnerable save of 4++. If there is no number present then the model gets a 5++ invulnerable save. Said invulnerable save has no effect on Template, Blast weapons or when making Look Out Sir! rolls.
- Fear
When a unit with this Special rule charges a unit that unit must take a Leadership test (called a Fear test). If the test is passed then the unit that was charged may choose it’s Reaction to Charge. If the test is failed then the unit must Fall Back as its charge reaction even if it has already made a Reaction to Charge this assault phase.
- Fleet
- There are many variants of this rule: Fleet of Foot, Fleet of Claw, even Fleet of Hoof. Title aside, all models with these abilities are treated the same.
A unit composed entirely of models with this special rule always adds 1d6 to any movement during the Movement Phase. This does not apply to charges, Fall Back moves, or other kinds of movement.
Frenzy: (formerly Crusader)
- A unit that contains at least one model with this special rule rolls an extra dice when making Run moves, and uses the highest result rolled. In addition, a unit that contains at least one model with this special rule adds D3 to its Sweeping Advances total (roll each time).
- Gets Hot
- When firing a weapon that Gets Hot, roll To Hit as normal. For each To Hit roll of 1, the firing model immediately suffers a Wound (armour saves or invulnerable saves can be taken) - a vehicle instead suffers a glancing hit on a further roll of a 1, 2 or 3.
- Gets Hot and weapons that do not Roll to hit
- Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each shot immediately before firing. On a 2+, the shot is resolved as normal.
- For each roll of a 1, the weapon Gets Hot; the firing model suffers a wound (armour saves or invulnerable saves can be taken) and that shot is not fired. A vehicle instead suffers a glancing hit on a further roll of a 1 ,2 or 3 each time the weapon Gets Hot.
- Gets Hot and Rerolls
- If a model has the ability to re-roll its rolls To Hit (including because of BS 6+, or Twin-linked),
while the shot may be rerolled (and may score a hit), the wielder still takes a wound if the original roll or the reroll rolls a 1. If both roll a 1, the wielder only suffer the single wound.
- Hatred
- This rule is often presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then the unit has Hatred against everyone. This can refer to a Faction, or a specific unit. For example, Hatred (Orks) means any model with the Ork Faction, whilst Hatred (Big Meks) means only Big Meks. A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of each close combat.
In addition, if charged by the Hated foe, this unit is immune to fear.
- Haywire
- When a weapon with this special rule hits a vehicle, roll a D6 to determine the effect rather than rolling Armour Penetration normally.
There are two numbers after the word Haywire. The first one is the roll that it glances on while the second number is the penetration roll. For example: Haywire 4+/6+ will glance on a roll of 4 or 5 and penetrate on a roll of 6.
Immobile
Unit is incapable of moving for any reason. It may never go to ground, voluntary or otherwise - and may not consolidate or make a sweeping advance prior to close combat.
Weapon Lock
Blast weapons
fired by a vehicle with this special rule scatter D6" rather than 2D6".- Power of the Machine Spirit
(Automated Backup)
- In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.
Repair
A model with the Repair Special Rule that’s in base contact with a damaged vehicle during the Shooting phase may attempt to repair it instead of firing, unless the model is falling back or has gone to ground. Roll a D6 and add the repairing models remaining HP or Wounds. If the result is 6 or more, then restore a Hull Point or repair a Weapon Destroyed or Immobilized result is (owning player’s choice). Vehicles with the Repair Special Rule can repair themselves.
- Sniper
- If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, each To Hit roll of a 6 results in a Precision Shot.
In addition, if the Strength of the weapon is the same or higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound for shooting with this weapon. Sniper weapons also have the Pinning and Rending special rules.
Terror
Any Morale, Fear, Regroup (when charging a unit that is falling back) and Pinning tests caused by a model with this special rule must be taken at a -1 leadership penalty. In addition, this model has the Fear special rule.
WEAPONS
Pistol Weapons
Pistols are light enough to be carried and fired one-handed, but with limited range, allowing a trooper to fight in close combat with a pistol and sword or other Melee weapon.
All Pistols are effectively Assault weapons, with a number of shots as indicated after the Pistol entry.
A Pistol also counts as a close combat weapon in the Assault phase.
Gunslinger
All models with two pistols can fire both in the Shooting phase. This follows the normal rules for shooting.
Rapid Fire Weapons
A Rapid Fire weapon fires a number of shots equal to the number next to Rapid Fire. When at half range the Rapid Fire weapon gets double the shots. For example a Lasgun is Rapid Fire 1 with a range of 24”. Within 12” or less the Lasgun fires two shots instead of one.
A Rapid Fire Weapon can also be a Heavy Weapon, although only it’s maximum number of shots for Rapid Fire is listed, the Heavy rule only meaning that the weapon cannot be fire on the move. (For example a weapon could be Heavy, Rapid Fire 3 but could not be Heavy 3 Rapid Fire)
Models that shoot with Rapid Fire weapons in the Shooting phase cannot charge in the ensuing Assault phase.
RANGED WEAPONS OF THE 41st MILLENIUM
- Skyfire Missile
All Missile Launchers (Not Grenade Launchers) which can fire Frag and Krak missiles may fire a Skyfire Missile instead of a Frag or Krak missile, with the following profile: S7 AP4 Heavy 1, Skyfire.
VEHICLES
Armor Penetration Rolls
Hitting a vehicle is no guarantee that you will actually damage it. Once a hit has been scored on a vehicle, roll a D6 and add the weapon's Strength, comparing this total with the Armour value of the appropriate facing of the vehicle
- If the total is less than the vehicle's Armour value, the shot has no effect.
- If the total is equal to the vehicle's Armour value, the shot inflicts a glancing hit:
Roll twice on the Vehicle Damage table and apply the lower of the two rolls
- If the total is greater than the vehicle's armour value, the shot inflicts a regular penetrating hit: Roll once on the Vehicle Damage table and apply the result.
If the total is greater than the vehicle's armour value and you’re using an Ordnance weapon, the shot inflicts an Ordnance penetrating hit: Roll twice on the Vehicle Damage table and apply the higher of the two rolls.
Resolving Damage
Glancing Hits
Roll twice on the Vehicle Damage table, and apply the lower of the two results
Penetrating Hits
Roll once on the Vehicle damage table, and apply the result.
Ordnance Penetrating Hits
Roll twice on the Vehicle damage table, and apply the higher result.
(Proposed Rule) Damage Table (Roll 2d6):
2
Unharmed. Ignore shot entirely.
3
Slowed: The vehicle can only move at half its declared speed on its next turn.
4
Shaken: Can’t shoot.
5
Engine Stall: Can’t move for 1 turn, or, if the damaging weapon was S9 or S10, 2 turns.
6
Stunned: Can’t move or shoot.
7
System damage: Vehicle loses a hull point.
8
Weapon destroyed: As per existing rules, and vehicle loses a hull point.
9
Immobilized: As per current rules, and vehicle loses a hull point.
10
Wrecked: As per current rules (Transported units leave).
11
Explosion: Explodes 1d6” in each direction, with D6 S and D6 AP.
12
Cataclysmic Explosion: Explodes 2d6” in each direction, with D6 S and D6 AP.
Transports
Effects of Damage on Passengers
When a Transport sustains damage, it can also have an effect on its passengers as described below'
- Explodes! The unit suffers a number of
Strength 1d6, AP 1d6 hits
equal to the number of models embarked. Resolve these as for shooting hits, except that the controlling player allocates any wounds caused. Surviving passengers are placed where the vehicle used to be; any models that cannot be placed are removed as casualties. The unit then takes a Pinning test.
As all models in a single unit fire simultaneously, a squad cannot wreck a Transport and then fire at its occupants. However, if a Transport is destroyed by a shooting attack, any unit that shot it that turn can, if allowed, charge the now disembarked passengers.
Walkers
Walkers and Assaults
Walkers assault, and are assaulted, like Infantry models, meaning that they make charge moves and can be locked in combat. Walkers that are locked in combat cannot be shot at.
In close combat, Walkers fight like infantry models. However, any hits scored against them must roll for armour penetration and damage as for a vehicle. Models hitting a Walker in close combat almost always roll for armour penetration against its front armour unless it has been Immobilised. However, any rolls of 6 to-hit are resolved against the enemy rear armor instead.
Against an Immobilised Walker, models always roll for armour penetration against its rear armour. This is because, unlike other vehicles, the Walker turns to face its enemies and rampages through the melee.
Tanks
Tank Shock
When moving a Tank, the player can declare that it is going to attempt to Tank Shock instead of moving normally. When making a tank shock move, the controlling player must declare whether they’re attempting to Slam or Grind the enemy unit. If they are Slamming, any wounds they inflict are counted as S10 AP-. If they are Grinding, the wounds they inflict are S5 AP 1d6.
To perform a Tank Shock, first, turn the vehicle on the spot to face the direction you intend to move it and declare how many inches the vehicle is going to move, up to its maximum speed. The vehicle must move at least Combat Speed Note that, because pivoting on the spot does not count as moving, this is not enough for a Tank Shock.
Once the Tank has been 'aimed' and the intended distance declared, move the Tank straight forwards until it comes into contact with an enemy unit or it reaches the distance declared - no other changes of direction are allowed in a Tank Shock. If no enemy unit is reached, just move the Tank straight ahead for the distance declared and nothing special takes place.
A Tank Shock is an exception to the rule that enemy models cannot be moved through. Remember, though, that friendly models still cannot be moved through, so the Tank's movement will be stopped if any friendly models are in the way. Also, a Tank Shock cannot be attempted against enemies that are locked in combat, as the risk of harming allies is too high
If an enemy unit other than another vehicle is reached, that enemy unit must take a Morale check or Fall back (They do not count as Broken, and rally immediately afterwards). If they pass the check, they may then simply move out of the way of the tank. Regardless of whether they pass or fail the check, they must make a single Initiative check for each full 6” the vehicle traveled before hitting the unit. For each point they fail a test by, the unit takes 1 automatic hit at the strength and AP specified.
Regardless of the result of the test, the Tank keeps moving straight on, possibly tank shocking more enemy units until it reaches its final position. If the Tank would move into contact with a friendly model, enemy vehicle, impassable terrain or a board edge, it immediately stops moving 1” away.
If some enemy models in the enemy unit would end up underneath the vehicle when it reaches its final position (it makes no difference whether the unit is falling back or not) these models must be moved out of the way by the shortest distance, leaving at least 1" between them and the vehicle whilst maintaining unit coherency and staying on the board. Any models that cannot manage this are crushed and removed from play as casualties.Crunch!
THE WARLORD
Warlord Traits
To determine which trait your Warlord has, you need choose which table to roll on at the start of the game. roll once on every available Warlord Traits table and choose among one of the rolls.
. Sometimes, a codex will present an alternative Warlord Traits table that you can choose to roll on instead.
- Command Traits affect an area immediately surrounding your Warlord, representing the orders he issues to the units around him during the thick of battle.
- Personal Traits represent specific combat skills that your Warlord possesses. He can influence those fighting alongside him as he leads by example.
- Strategic Traits are skills that affect your entire army, representing tricks or gambits your Warlord sets in motion long before the battle begins.
Allies
Matrix has been changed. See the Waffle Edition Google Doc to find the link to the new matrix