Waffle Edition 40K

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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.

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

General Principles[edit]

THE MOST IMPORTANT RULE[edit]

Don’t be a dick.

MEASURING DISTANCES[edit]

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[edit]

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[edit]

(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[edit]

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". We call this 'unit coherency'.

THE SHOOTING PHASE[edit]

The shooting process can be summarised in eight steps, as described below. Each step is explained in greater detail later in this section. Once you’ve completed this shooting sequence with one of your units, select another and repeat the sequence. Once you have completed steps 1 to 8 for each unit in your army that you wish to make a shooting attack, carry on to the Assault phase.

The Shooting Sequence[edit]

  1. Nominate Unit to Shoot. Choose one of your units that is able to shoot but has yet to do so this turn.
  2. Choose a Target. The unit can shoot at an enemy unit that it can see.
  3. Select a Weapon. Select a weapon the firing unit is equipped with. All models equipped with a weapon with the same name can now shoot that weapon at the target. Every model that wishes to shoot must be within range of at least one visible model in the target unit. Models that cannot see the target, or are not in range, cannot shoot.
  4. Roll To Hit. Roll a D6 for each shot fired. A model’s Ballistic Skill determines what it must roll in order to hit the target.
  5. Roll To Wound. For each shot that hit, roll again to see if it wounds the target. The result needed is determined by comparing the Strength of the firing weapon with the majority Toughness of the target unit.
  6. Allocate Wounds & Remove Casualties. Any Wounds caused by the firing unit must now be allocated, one at a time, to the closest model in the target unit. A model with a Wound allocated to it can take a saving throw (if it has one) to avoid being wounded. If a model is reduced to 0 Wounds, it is removed as a casualty. Wounds are then allocated to the next closest model. Continue to allocate Wounds and take saving throws until all Wounds have been resolved.
  7. Select Another Weapon. After resolving all shots from the currently selected weapon, if the firing unit is equipped with differently named weapons that have yet to fire, select another weapon and repeat steps 3 to 6.
  8. Reaction to Shooting: After the nominated unit has resolved all of its shooting attacks. Any unit hit by the attacks may react to the shots.

Snap Shots[edit]

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.

(Proposed Rule) Suppressive Fire:[edit]

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!) Anon here, perhaps have a work in USR for dedicated 'shock troops' for each codex that flat out ignores this? Might add some utility to say, termis beyond the 2+ and whatnot. Also a pinning check rather than morale?

Rolls to Wound[edit]

Overwhelming Strength[edit]

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[edit]

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[edit]

Models with more than One Save[edit]

Sometimes, a model will have a normal Armour Save and a separate invulnerable save – a good example is a Space Marine Captain, who is protected by both power armour and a force field from his iron halo. As if this wasn’t enough, the model might be in cover as well. In these cases, a model can use each type of save (armor, invulnerable and cover) once to avoid harm. For example, the Space Marine captain takes a successful wound from a lasgun, it then gets to make both its armor save and invulnerable save once. However, if a model has multiple saves of the same type then it uses the best among them.

Reaction to shooting:[edit]

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:

  • Return Fire!: 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.
  • Dive for Cover: The unit may make a single Run action, regardless of whether they choose to run or not, they then Go to Ground.

A unit may only use a single Reaction to Shooting per shooting phase.

Run[edit]

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. Units that Run in the Shooting phase cannot charge in the following Assault phase.

THE ASSAULT PHASE[edit]

Assault Phase Summary[edit]

The Assault phase is split into two sub-phases: the Charge sub-phase and the Fight sub-phase.

Charge Sub-phase[edit]

In the Charge sub-phase, you declare charges and your models move into close combat. Close combat is where two units from opposing armies are in base contact with each other. If there are more than two units, it is called a multiple combat and discussed later in this section.

  1. Declare Charge.
  2. Reaction to Charge.
  3. Roll Charge Range (2D6" unless otherwise stated).
  4. Charge Move.
  5. Declare Next Charge or Finish Charge Sub-phase.

Fight Sub-phase[edit]

The Fight sub-phase is when models from both sides make their melee attacks.

  1. Choose a Combat.
  2. Fight Close Combat.
  3. Determine Assault Results.
  4. Choose Next Combat or Finish Assault Phase.

Charge Sub-phase[edit]

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.

Declare Charge[edit]

If the active unit is declaring a charge, nominate the enemy unit(s) it is attempting to charge. A unit can never declare a charge against a unit that it cannot reach, nor can it declare a charge against a unit that it cannot see. This means that a charge can usually only be declared on a unit up to 12" away (the maximum charge range for most models, as we'll discover later). Some units are disallowed from charging. Common reasons a unit is not allowed to declare a charge include:

  • The unit is already locked in close combat.
  • The unit ran in the Shooting phase.
  • The unit has gone to ground.
  • The unit shot Rapid Fire weapons, Salvo weapons, Ordnance weapons or Heavy weapons in the Shooting phase. This even applies if Snap Shots were made with these weapons.
  • The unit is falling back.
  • The unit is a Flying Monstrous Creature that changed flight modes during this turn.

In addition to the above, a unit that fired in the Shooting phase can only charge the unit that it targeted during that turn’s Shooting phase.

(Proposed Rule) Fiery Charge[edit]

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[edit]

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 choose to 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[edit]

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! 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. For the purposes of range, the target of the Overwatch attack counts as being within 1” of the models that are firing Overwatch.

Fall Back[edit]

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[edit]

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[edit]

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 2D6. 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[edit]

Rolling to Hit=[edit]

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+ 5+ 5+ 5+ 6+ 6+ 6+ 6+ 6+ 6+
2 3+ 4+ 4+ 5+ 5+ 5+ 6+ 6+ 6+ 6+
3 2+ 3+ 4+ 4+ 4+ 5+ 5+ 5+ 6+ 6+
4 2+ 3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+
5 2+ 2+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+
6 2+ 2+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+
7 2+ 2+ 2+ 3+ 3+ 3+ 4+ 4+ 4+ 4+
8 2+ 2+ 2+ 3+ 3+ 3+ 3+ 4+ 4+ 4+
9 2+ 2+ 2+ 2+ 3+ 3+ 3+ 3+ 4+ 4+
10 A A A A 3+ 3+ 3+ 3+ 3+ 4+

If you look at the chart, you will see that equally matched models hit an enemy on a 4+, but if the attacker's Weapon Skill is greater than that of his target, he will hit on a dice roll of 3+. In cases where the attacker’s Weapon Skill is double or more than that of the target, he will hit on a dice roll of 2+. In cases where a target's Weapon Skill is more than double that of the attacker, a 5+ is required for a successful hit. If a model has twice the Weapon Skill plus 3 or more, a 6 is required.

(Proposed Rule) Final Blow[edit]

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[edit]

Sweeping Advances[edit]

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, they count as charging for the purposes of any weapons or special rules that grant bonuses when charging.

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[edit]

Assault Results[edit]

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 suffer automatic hits. 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.[edit]

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[edit]

(Proposed Rule) When to Test[edit]

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[edit]

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[edit]

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 locked in combat and takes a single hit from each model in the unit(s) that charged it before the Initiative 10 step.
  • If the test is successful, the unit Regroups (without moving), and the fight continues as normal, starting with the enemy moving his charging models.

Regrouping and Multiple Assaults[edit]

If the test is successful, that unit regroups (without moving) and the assault continues as normal. If the test is failed, the falling back unit is locked in combat as described above.

SPECIAL RULES[edit]

Agile
During the Shooting phase a Super-Heavy Walker or Gargantuan Creature with this rule may choose to:
  • Fire all of its weapons.
  • Fire only one of its weapons and then run.
  • Fire no weapons and run twice.
  • Fire no weapons and run once, though still be able to charge during the following assault phase.
Agile Flyer
A Flyer with this special rule gains a +1 bonus to Cover Saves granted by the Jink special rule.
Automated Backup/Power of the Machine Spirit
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.
Barrage
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 fire as if they are an ordnance weapon for the purposes of determining where the blast lands.
  • 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.
  • 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.
Blast
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.
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, to a minimum of 1". In the case of rolling a ‘Hit’ on the Scatter Die, instead scatter in the direction of the small arrow on the die. Blast weapons with the Ordnance or Primary Weapon type do not roll to hit, they instead always scatter a number of inches equal to 2d6 subtracting the fire’s Ballistic Skill, to a minimum of 0”. 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.
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.
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 or Primary Weapon Blast weapon can reroll, they reroll both the distance and scatter die.
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 and only fall back D6 until the end of their next turn. Should the attacking unit hit themselves, we assume they are prepared and they automatically pass the test.
Bulletstorm/Bladestorm/Gausstorm
Bulletstorm/Bladestorm/Gausstorm 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. If a weapon has multiple profiles (such as Salvo weapons fired on the move) then the maximum range is considered to be the range of the profile fired rather than any other profile that the weapon has.
Charge
This weapon can only be used on the turn that the model carrying it charges. It also grants +2 initiative when it is used.
Counterattack
If a unit contains at least one model with this special rule, they may Counter-Attack as a charge reaction. Move the unit forward D6” reducing the total by the minimum number required so that the Counter-Attacking unit does not reach the charging enemy. If the charge is successful then the Counter-Attacking unit gains any bonuses for charging as well as the enemy unit.
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.
Deep Strike
In order for a unit to be able to Deep Strike, all models in the unit must have the Deep Strike special rule and the unit must start the game in Reserve. When placing the unit in Reserve, you must tell your opponent that it will be arriving by Deep Strike (sometimes called Deep Strike Reserve). Some units must arrive by Deep Strike. They always begin the game in Reserve and always arrive by Deep Strike.
Arriving By Deep Strike
Roll for the arrival of all deep striking units as specified in the rules for Reserves and then deploy them as follows:
  1. First, place one model from the unit anywhere on the table, in the position where you would like it to arrive, and roll for scatter to determine the model's final position. If a vehicle scatters when arriving via Deep Strike, do not change its facing - it must continue to face the same direction as it did before you rolled for scatter.
  2. Next, the unit's remaining models are arranged around the first one. Models must be placed in base contact with the first model in a circle around it. When the first circle is complete, a further concentric circle must be placed with each model touching the circle inside it. Each circle must include as many models as will fit.
  • Models deploying via Deep Strike treat all difficult terrain as dangerous terrain.
In the Movement phase during which they arrive, deep striking units may not move any further, other than to disembark from a deep striking Transport vehicle if they are in one.
Units deep striking into ruins are placed on the ground floor. Deep striking units count non-ruined buildings (except for their battlements) as impassable terrain.
A Deep Striking unit can choose to resolve either it’s Shooting phase or Assault phase on the turn it arrives but not both. In that turn's Shooting phase, these units can fire (or Run) as normal, and obviously count as having moved in the previous Movement phase. Vehicles, except for Walkers, count as having moved at Cruising Speed (even immobile vehicles). This can affect the number of weapons they can fire with their full ballistic Skill.
Deep Strike and Transports
Units do not confer the Deep Strike special rule onto a Transport vehicle they are embarked inside. A Transport vehicle with Deep Strike may Deep Strike regardless of whether its passengers have Deep Strike or not.
Deep Strike Mishaps
Deep striking onto a crowded battlefield may prove dangerous, as one may arrive miles from the intended objective or even materialise inside solid rock! If any of the models in a deep striking unit cannot be deployed, because at least one model would land partially or fully off the table, in impassable terrain, on top of a friendly model, or on top of or within 1" of an enemy model, something has gone wrong. The controlling player must roll on the Deep strike Mishap table and apply the results. If the unfortunate unit is also a Transport, the Deep strike Mishap result applies to both the unit and anything embarked within it.
Deep Strike Mishap Table
1. Terrible Accident: Teleporting units are lost in the warp, deep striking Jump units are shot down, or some other suitably dramatic event occurs. The entire unit is destroyed!
2-3. Misplaced: The coordinates were inaccurate or the enemy has jammed your instruments. Your opponent may deploy the unit anywhere on the table (excluding impassable terrain, but including difficult terrain, which of course counts as dangerous for Deep Striking units), in a valid Deep Strike formation, but without rolling for scatter. Units embarked on a misplaced Transport can disembark during their Movement phase as normal.
4-6. Delayed: Because of mechanical failure or enemy action, the reinforcements are delayed. The unit is placed in Ongoing Reserves.
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 taking a hit after a successful Look Out Sir! roll.
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. Note that units can still only make a single Reaction to Charge per assault phase so make sure that you have the units with the Fear special rule charge first if you want to force your opponent to flee.
Fearless
Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear, Regroup tests and Morale checks, but cannot Dive for Cover as a reaction to shooting, flee as a charge reactions or choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit has Gone to Ground and then gains the Fearless special rule, all the effects of Go to Ground are immediately cancelled.
Fleet
A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
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 rolls a D6 for each roll of a 1 to hit. On a roll of a 1, 2 or 3 it suffers a penetrating hit that automatically causes a Weapon Destroyed result directed at the weapon that got 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
An immobile unit cannot move under any circumstances. Any special rules that force it to move cause it to also take a single wound or glancing hit if the unit is a vehicle. A Vehicle with this special rule that sustains a Immobilized result on the vehicle damage table loses an additional Hull Point instead. Some Artillery units consist of mobile and Immobile units, should the mobile units fall back, all the models in the unit with the Immobile special rule are destroyed.
Melta
Ranged weapons with this special rule roll an additional die when rolling to penetrate a vehicle's Armour and re-roll failed To Wound rolls at half range or less. If the weapon is more than half its maximum range away, it rolls to penetrate and wound as normal. See the Vehicles rules for more details on armour penetration.
Pinning
If a non-vehicle unit is shot at with a weapon with the Pinning special rule, it must immediately take a leadership test. This is called a Pinning test.
If the unit fails the test, it must Dive for Cover as a reaction to shooting. Going to ground from a failed Pinning test does not provide the usual cover save bonus against the fire of the Pinning weapon that caused the test (or indeed from any other weapon fired by the same unit that phase).
As long as the test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them. If a unit has already gone to ground, no further Pinning tests are taken. If the unit that has been pinned has already made a reaction to shooting then they can not run when resolving the Dive for Cover.
If the special rules of a unit specifies that the unit can never be Pinned, the unit automatically passes Pinning tests. Such units can still Dive for Cover voluntarily if they wish.
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 one of its ranged weapons, unless the model is falling back, has gone to ground or is suffering from a Crew Stunned or Crew Shaken result. 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.
Scout
After both sides have deployed (including Infiltrators), but before the first player begins his first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry Artillery a Walker or a Monstrous Creature, each model can redeploy anywhere entirely within 6" of its current position. If it is any other unit type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts must remain more than 12" away from any enemy unit. A unit cannot embark or disembark as part of a Scout redeployment.
If both sides have Scouts, roll-off, the winner decides who redeploys first. Then alternate redeploying Scout units.
If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is embarked upon it.
This rule also confers the Outflank special rule.
Slow and Purposeful
A unit that contains at least one model with this special rule cannot Run, Turboboost, move Flat Out, perform Sweeping Advances, react to shooting or react to charges. They can however, shoot with Heavy, Salvo and Ordnance weapons, counting as stationary even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons.
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. Furthermore, if a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, its shooting attacks always wound on a To wound roll of 4+, regardless of the victim's Toughness. 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.
Sunder
Weapons with this special rule may re-roll all failed Armour Penetration rolls.
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.
Torrent
A weapon with this special rule is treated like any other Template weapon, but when firing it in the Shooting phase, place the template so that the narrow end is within 12" of the weapon and the wide end is no closer to the weapon than the narrow end. Some Torrent weapons have a range in brackets. For these weapons, the template’s narrow end can be placed within the range in brackets but the weapon otherwise follows all other rules for Torrent weapons.
Vortex
A weapon with this special rule is a Destroyer weapon and uses a blast marker of some type (e.g. blast, large blast, massive blast, etc). Place the appropriate marker, roll for scatter and apply damage. For determining Wound allocation, always assume the shot is coming from the centre of the marker, in the same manner as a Barrage weapon. The marker for a Vortex weapon is not removed from play after damage has been resolved. Leave it in play on the tabletop. The marker is impassable terrain as long as it remains in play. At the beginning of every subsequent player turn, the marker scatters 2D6" (use the little arrow if you roll a Hit!). If a double is rolled, the marker is removed from play instead. Any unit passed over by the moving marker is hit. Apply damage as described above.
Sunder
Weapons with this special rule may re-roll failed Armour Penetration rolls against fortifications and immobile structures. Attacks made by weapons with this special rule also add +1 to any result rolled on the Building Damage chart.

Unit Types[edit]

Bikes and Jetbikes[edit]

Shooting[edit]

Each Bike or Jetbike in a unit can fire with one weapon for each rider on the Bike. Thus a Space Marine Attack Bike with a driver and passenger in sidecar can fire two weapons. When struck by a Template or Blast weapon the number of hits a bike takes is multiplied by the number of riders.

Assault[edit]

Each Bike or Jetbike in a unit multiplies it’s attack bonuses for two CCW and charging by the number of riders. Thus a Space Marine Attack Bike with a driver and passenger in a sidecar gains +2 attacks from charging rather than +1. In addition, the number of attacks made when the Bike or Jetbike makes a sweeping advance, assaulting a fleeing unit that has not regrouped or attacking with a grenade is also multiplied by the number of riders.

Special Rules[edit]

Bikes and Jetbikes have the Hammer of Wrath, Jink, Relentless and Very Bulky special rules. A bike with multiple riders has the Eternal Warrior special rule.

Monstrous Creatures[edit]

Assault[edit]

Monstrous Creatures inflict D3 hits when making a Sweeping Advance or charging a fleeing unit that fails to regroup.

Gargantuan Creatures[edit]

Assault[edit]

Gargantuan Creatures inflict D6 hits when making a Sweeping Advance or charging a fleeing unit that fails to regroup.

Special Rules[edit]

Gargantuan Creatures and Flying Gargantuan Creatures have the following special rules: Terror, Fearless, Feel No Pain, Hammer of Wrath, Move Through Cover, Relentless, Smash, Strikedown, Vector Strike (Flying Gargantuan Creatures only).

WEAPONS[edit]

Pistol Weapons[edit]

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[edit]

All models with two pistols can fire both in the Shooting phase. This follows the normal rules for shooting.

Rapid Fire Weapons[edit]

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.

PSYCHIC DISCIPLINES[edit]

Daemonology[edit]

Malefic[edit]

Those who blindly attempt to bend the Warp to their own will often end up as the prey things of Daemons.

Primaris Power - Summoning[edit]

Warp Charge 3. Summoning is a conjuration with a range of 12" that creates one of the following units (your choice): Bloodletters of Khorne, Pink Horrors of Tzeentch, Plaguebearers of Nurgle, Daemonettes of Slaanesh, Hook Horrors or Malal, Flesh Hounds of Khorne, Flamers of Tzeentch, Nurgling swarms, Seekers of Slaanesh or Paradoxes of Malal at a points cost of 135 points. Rules for these units can be found in Codex: Chaos.

4. Sacrifice[edit]

Warp Charge 1. Sacrifice is a conjuration with a range of 6" that creates one of the following units (your choice): 1 Herald of Khorne, 1 Herald of Tzeentch, 1 Herald of Nurgle, 1 Herald of Slaanesh, 1 Exalted Flamer of Tzeentch, or 1 Herald of Malal worth up to 85 points. Rules for these units can be found in Codex: Chaos. If this power is successfully manifested, one friendly model within 6" of the Psyker (or the Psyker himself) immediately suffers a single Wound with no saves of any kind allowed.

5. Incursion[edit]

Warp Charge 3. Incursion is a conjuration with a range of 12" that creates one of the following units (your choice): Bloodcrushers of Khorne, Screamers of Tzeentch, Plague Drones of Nurgle, Fiends of Slaanesh or Doom Riders of Malal at a points cost of up to 135 points. Rules for these units can be found in Codex: Chaos.

6. Possession[edit]

Warp Charge 3. Possession is a conjuration with a range of 6" that creates one of the following new units (your choice): 1 Bloodthirster, 1 Lord of Change, 1 Great Unclean One, 1 Keeper of Secrets or 1 Guardian of Contradictions. Rules for these units can be found in Codex: Chaos. If this power is successfully manifested, the Psyker is immediately removed as a casualty (if the Psyker was part of a unit with the Brotherhood of Psykers/Sorcerers special rule, remove the entire unit as casualties). If, when using this power, the Psyker fails his Psychic test, he automatically suffers Perils of the Warp.

VEHICLES[edit]

Shooting With Vehicles[edit]

Shooting At Vehicles[edit]

Vehicles and Reaction to Shooting[edit]

Unless specified otherwise, vehicles cannot make a reaction to shooting. They are too cumbersome.

Vehicles in the Assault Phase[edit]

Assaulting a Vehicle[edit]

Vehicles and Reaction to Charge[edit]

Unless specified otherwise, vehicles cannot make a reaction to a charge. They are too cumbersome.

Transports[edit]

Fire Points[edit]

Many Transports have a number of Fire Points defined in their army entry. A Fire Point is a hatch or gun slit from which one or more passengers inside the vehicle can fire shooting weapons (or use witchfire psychic powers). Unless specified differently in the vehicle’s entry, a single passenger can fire out of each Fire Point and the other transported models cannot fire. Ranges and line of sight are measured from the Fire Point itself. If an embarked model fires a Template weapon or a beam psychic power from a Fire Point, discount the hit scored against the vehicle – we assume the weapon has been fired in a sufficient arc to clear the Transport’s hull. Note that the passengers can shoot at a different target to the vehicle itself.

Models firing out of a vehicle that moved at Combat Speed count as having moved that turn. Models firing out of a vehicle that moved at Cruising Speed can only fire Snap Shots that turn. They cannot fire if the vehicle moves Flat Out or uses smoke launchers that turn, nor can a vehicle move Flat Out or use smoke launchers if a unit embarked inside it shoots out.

Chariots[edit]

Assaulting with Chariots[edit]

Fighting from a Chariot[edit]

In close combat, Chariots fight like Infantry models. Chariots may make Sweeping Advances, Pile In moves and Consolidations unless they are Stunned. Chariots inflict D3 automatic hits when making a Sweeping Advance or charging a fleeing unit that fails to regroup.

Walkers[edit]

Shooting with Walkers[edit]

Walkers can choose to Run like Infantry, and this prevents them from firing and charging that turn, as normal. Obviously, they cannot Run if they are stunned or Immobilised.

A Walker that moved can still fire all of its weapons in the subsequent Shooting phase. When firing a Walker’s weapons assume that weapons mounted on a Walker can swivel horizontally and vertically up to 45°. Range is measured from the weapon itself and line of sight is measured from the mounting point of the weapon and along its barrel, as normal for vehicles.

To represent the vastly superior agility of Walkers in comparison with other vehicles, Walkers can React to Shooting and React to Charges.Furthermore, Walkers can fire their weapons even if the charging unit is not within their current weapon arc, unless they are Immobilised (in which case they can only fire Overwatch or Return Fire if the charging unit’s models lie within their current weapon arc).

Walkers and Assaults[edit]

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.

Walkers may make Sweeping Advances, Pile In moves and consolidations unless thev are stunned or Immobilised. Walkers inflict D3 automatic hits when making a Sweeping Advance or charging a fleeing unit that fails to regroup.

Tanks[edit]

Tank Shock[edit]

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!

Super-Heavy Vehicles[edit]

Special Rules[edit]

Super-Heavy vehicles have the following special rules: Terror, Move Through Cover

Super-Heavy Walkers[edit]

Assault[edit]

Super-Heavy Walkers inflict D6 hits when making a Sweeping Advance or charging a fleeing unit that fails to regroup.

Special Rules[edit]

All Super-heavy Walkers have the following special rules: Terror, Hammer of Wrath, Move Through Cover, Relentless, Smash, Strikedown.

Super-Heavy Flyers[edit]

Special Rules[edit]

All Super-heavy Flyers have the Terror special rule.

Battlefield Terrain[edit]

Battlefield Debris[edit]

Armoured Container[edit]

A model in cover behind an Armoured Container has a 4+ cover save. If the Armoured Container does not belong to a faction, it is Mysterious Terrain and can be used as a Mysterious Objective. Armoured Containers often contain additional guns and so one non-vehicle model in base contact with an Armoured Container can fire its emplaced guns instead of firing its own weapons. An Armoured Container can be shot at and attacked in close combat. It is hit automatically in close combat and has the following profile: WS - | BS - | S - | T 7 | W 6 | I - | A - | Ld - | Sv 3+

Fuel Pipes[edit]

A model in cover behind Fuel Pipes has a 4+ cover save. Each time a model makes a cover save of 6+ that comes from a Fuel Pipe, roll a D6. On a roll of 1, centre the Large Blast marker over the terrain piece. All models under the template suffer a S4 AP5 hit with the Ignores Cover special rule. After that, remove the fuel pipe from play.

Fuel Reserve[edit]

Each time a model makes a cover save of 6+ that comes from a Fuel Reserve, roll a D6. On a roll of 1, centre the Large Blast marker over the terrain piece. All models under the template suffer a S4 AP5 hit with the Ignores Cover special rule. After that, remove the fuel reserve from play. Any flame weapons fired by a non-vehicle model within 2” of the Fuel Reserve can change its weapon type to Heavy and gain the Torrent special rule until the end of that phase.

Imposing Statutory[edit]

A model from a faction matching the Imposing Statutory that is within 2" of it has the Fearless special rule. A model in cover behind Imposing Statuary has a 3+ cover save.

Reactor[edit]

A model in cover behind a reactor has a 4+ cover save. Each time a model makes a cover save of 6+ that comes from a Reactor, roll a D6. On a roll of 1, that model suffers a S6 AP- hit with the Ignores Cover special rule. Should the reactor be destroyed, centre the Large Blast marker over the terrain piece. All models under the template suffer a S6 AP- hit with the Ignores Cover special rule. A reactor can be shot at and attacked in close combat. It is hit automatically in close combat and has the following profile: WS - | BS - | S - | T 6 | W 6 | I - | A - | Ld - | Sv 4+

Buildings[edit]

Emplaced Weapons[edit]

Automatic Fire[edit]

If a building is claimed, each emplaced weapon that is not being fired manually automatically fires at the nearest preferred enemy unit within range and line of sight of the weapon. If a preferred target is not within range or line of sight, then it shoots at the nearest enemy unit. Shots from automated fire are resolved at the end of the Shooting phase, just before any Morale checks are taken, and as if being fired by a model with a Ballistic Skill of 2. Automated fire does not prevent an occupying unit from firing its own weapons and can be fired at different targets. The preference of an emplaced weapons is as follows:

  • If the weapon has a strength of 6 or less, its preference is to target non-vehicle and non-monstrous creature units.
  • If the weapon has a strength of 7 or more, its preference is to target vehicle units and monstrous creatures that are not Zooming Flyers or Swooping Flying Monstrous Creatures.
  • If the weapon has the Skyfire special rule, its preference is to target Zooming Flyers and Swooping Flying Monstrous Creatures, overriding the previous preference.

CHOOSING YOUR ARMY[edit]

Battlefield Role[edit]

Flyer[edit]

Flyers are very fast high altitude vehicles and monsters that hurl through the skies, dueling each other and providing fire support for troops on the ground. Due to their speed and operations at high altitude, specialized equipment is needed to combat them.

Core Detachments[edit]

Combined Arms Detachment[edit]

Optional[edit]
  • 1 HQ choice
  • 4 Troops Choices
  • 3 Elite Choices
  • 3 Fast Attack Choices
  • 3 Heavy Support Choices
  • 2 Flyer Choices
  • 1 Fortification
  • 1 Lord of War

Allied Detachment[edit]

Optional[edit]
  • 1 Troops Choice
  • 1 Elite Choice
  • 1 Fast Attack Choice
  • 1 Heavy Support Choice
  • 1 Flyer Choice

THE WARLORD[edit]

Warlord Traits[edit]

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, other publications present alternative Warlord Traits tables that you can roll on instead.

Strategic[edit]

Strategic Traits are skills that affect your entire army, representing tricks or gambits your Warlord sets in motion long before the battle begins.

  1. Conqueror of Cities: Your units have the Move Through Cover special rule if moving through Ruins, and the Stealth (Ruins) special rule.
  2. Night Attacker: If you choose to use the Night Fighting rules in your game, then if one player decides to start the battle at daybreak and the other approaching night, the player with this Warlord Trait gets preference (roll off if both players have this Warlord Trait) and can choose whether night has started or cleared at the start of the turn (roll off if both players have this Warlord Trait), and all models in your army have the Night Vision special rule.
  3. Master of Ambush: Your Warlord and three non-vehicle units of your choice have the Infiltrate special rule.
  4. Strategic Genius: You add +1 to any Seize the Initiative roll. In addition, whilst your Warlord is alive, you can re-roll any Reserve Rolls (failed or successful).
  5. Divide to Conquer: Whilst your Warlord is alive, your opponent has a -1 modifier to their Reserve Rolls.
  6. Princeps of Deceit: At the start of your opponent’s first turn, pick 3 units in the enemy army. Each of these units must take a Pinning test.

Allies[edit]

Matrix has been changed. See the Waffle Edition Google Doc to find the link to the new matrix

Differing Opinions[edit]

The allies matrix might appear contradictory at first. You’ll notice some discrepancies in the cells but those are intentional. A factions row (side to side) indicates how said faction views the faction in the column. If one faction is Desperate Allies with a faction but the other faction isn’t then only the faction that is in a desperate alliance suffers from the One Eye Open rule while the other one functions normally. For example the orks consider every other faction to be Allies of Convenience while the Tau and Space Marines consider them to be Desperate allies and because of that are subject to the One Eye Open rule while their Ork allies do not suffer from One Eye Open. Both factions must be Battle Brothers for Independent Characters to be able to join each other's units, to use modifiers and re-rolls that apply to Reserve rolls, and to embark on each other's transport vehicles.

Preparing for Battle[edit]

The Armies[edit]

It is also worth arranging to play a Siege War mission in advance so you can both prepare your forces; the Attacker and Defender in Stronghold Assault can take different compositions of forces to reflect the warriors they will require to secure victory in their designated role. As you might expect, the Defender is required to take several fortifications from which to repel the enemy, whilst the Attacker will be bringing their biggest guns to besiege the foe. If you are playing a Siege Warfare mission as the Defender, Combined Arms Detachments have 1 additional compulsory Fortification and 1 additional optional Fortification. If you are playing a Siege Warfare mission as the Attacker, Combined Arms Detachments have 1 additional optional Heavy Support.

Victory Conditions[edit]

Objective Markers[edit]

Controlling Objectives[edit]

You control an Objective Marker if there is at least one model from one of your scoring units (see below), and no models from enemy scoring units, within 3" of it. As different Objective Markers vary in shape and size, it is important to agree at the beginning of the game exactly from where this distance will be measured. Any unit that is in a building is considered to be within 3" of any Objective Markers that are on or within 3" of the building. If an Objective Marker is placed on a building’s battlements, you control that Objective Marker if there is at least one model from one of your scoring units – and no models from enemy scoring units – within 3" of that Objective Marker, embarked inside that building or in base contact with that building (even if the building has suffered a Total Collapse result).

Mission Special Rules[edit]

Nightfighting[edit]

If a mission has the Night Fighting special rule, either player can declare that they wish to fight the battle before daybreak or approaching night. If either player does so, then the Night Fighting special rule is in effect as follows. If one player declares that they’ll fight the other during daybreak and the other approaching night, then the players will roll off to see whose preference is followed.

If the battle is fought before daybreak, then the Night Fighting special rule is in effect at turn 1 of the game. At the start of turn 2 and onwards, a D6 is rolled and on a 4+, the night has cleared, causing the Night Fighting special rules to no longer take effect for the rest of the game.

If the battle is fought approaching night, then at the start of turn 2 and onwards, a D6 is rolled and on a 4+, the Night Fighting special rules take effect for the rest of the game.

While the Night Fighting mission special rule is in effect, all units have the Shrouded special rule.

Tactical Objectives[edit]

Generating Tactical Objectives To generate a Tactical Objective, roll a D66, consult the table opposite and write the result down. If you roll an objective that cannot be achieved, like "kill a psyker" if your opponent isn't taking psykers then you may re-roll the result. Note that unless the mission itself states otherwise, these rolls are not secret; both players should be able to see what Tactical Objectives each other has. Note that whilst there are several Tactical Objectives with the same name, they are all uniquely numbered. When generating Tactical Objectives, keep a note of the numbers you rolled during the game – if you roll the same numbered Tactical Objective during the same game, roll again until a differently numbered one is generated. Only roll again if you have already generated that Tactical Objective yourself during the game – if your opponent has generated a particular Tactical Objective that you have not yet generated, you can still generate that Tactical Objective. Tactical Objectives that have been generated are said to be Active until they are either achieved or discarded (see below).

Shock Tactics[edit]

If a mission has the Shock Tactics special rule, all of the Attacker’s Infantry, Jetbikes and Skimmer units gain the Deep Strike special rule.

Tactical Objectives[edit]

This section describes the Tactical Objectives that you can use in your games of Warhammer 40,000. Each Tactical Objective details a specific task that your forces must accomplish, the conditions that must be met in order to achieve it, and how many Victory Points you will score for doing so. The number next to the Tactical Objective’s title corresponds to the D66 result rolled to generate it. For more details on generating and using Tactical Objectives, see the Tactical Objectives mission special rule above. Tactical Objectives 11-16 are dependent on which codex your Warlord originates from.

Changes to all codices[edit]

  • Unbound Armies: Universally criticized for its ability to concentrate points into the cheesiest part of your army. Removed.
  • Formations: Formations pretty much allow someone to get a bonus for no additional cost. The detachments made up of formations are even more broken since it has almost as much versatility as a typical Combined Arms detachment and a slew of bonuses to go with it. Removed.
  • Anti-Air missile come with missile launchers automatically instead of being an upgrade. Weapons that also fire the same missiles as missile launchers can fire Anti-Air missiles as well. For example, the Taurox Missile Launcher can launch 2 Frag or Krak missiles each turn in the vanilla game. In Waffle edition, it can also fire 2 Flak Missiles a turn.
  • Stat Progression: Proper stat progression has been implemented throughout the codexes. For example, in Waffle Edition, Sternguard Veterans are BS5. Some new HQ units have been added to various codexes that are the equivalent of Wolf Guard Battle Leaders and Necron Lords to also fill in the gaps.
  • Planetstrike games have had strategems removed.
  • Flyers now have their own Battlefield role. They are added to codex-specific detachment as appropriate, usually as 2 Flyers for every 3 Heavy Support and 3 Fast Attack available.