Pirate 40K: Beta
Pirate 40K: Beta
Pirate 40K: Beta
BETA
ACKNOWLEDGEMENTS & GENERAL NOTES
I would like to thank the online community for their tireless topics, discussions/arguments and observations
when in regard to 40K, it's background and rules. Their insight has been invaluable in the 'development' of the
following rules changes. The changes that have been made have been entirely done through my own personal
perspective as to how I would like my games to play. I find 5th Ed. is great for large scale games and I've never had a
dull Apocalypse game. However for smaller games I would like to have more representative detail.
The rules changes and additions have been made with smaller games in mind and I heartily recommend
that if anyone were to try these rules they do so within smaller games – 750pts might be a good place to start as it
enables most armies ot field an HQ, a few Infantry units, perhaps with transports, and an additional unit choice or
two. I don't currently recommend these changes to larger games, escpecially for Apocalypse. None of these rules
have, thus far, been properly playtested on account of personal circumstance so there are bound to be certain
conflicts (no matter how much thinking I've put in). All I ask is that should anyone try the rules they keep an open
mind to the changes and resolve any issues that arise, even from the offset, with a clear mind. I would like to
receive any constructive feedback should any player's out there playtest these rules, whether it be but a single
change or an allout across the board test (players can leave the feedback within the forum where the link to this
document was posted).
I would also like to thank the MODS (in particular) and users of Dakkadakka, BOLS & The Bolter &
Chainsword, to name a few, for the service they provide to the war gaming community in general and for most of
the input within their Forums. Thankyou.
warspawned
LEGAL
This is a fan written adaptation of the 5th Edition Warhammer 40,000 rules. No profit is procured and all alterations are in no way
affilliated with Games Workshop Ltd or any of its associated companies. All references to, or within, the Warhammer 40,000 universe
are either ©, ® or ™ of, or to, Games Workshop plc along with all such references listed below:
Imperial Guard, Space Marines, Orks, Eldar, Necrons, Tyranids, Biotitan, Dark Eldar, Tau, Gretchin, Gauss Weapons, Chaos Space Marines,
Chaod Daemons, Kharn the Betrayer, And They Shall Know No Fear, Chimera Armoured Carrier, Sergeant Harker, Techadept, Leman Russ
Battletank, Ratling, Psyker, Guardsman, 40K & all associated races, locations, weapons, characters, & units listed within are the sole property of
Games Workshop plc.
Characteristics
– Willpower
Coolness
– The Rule of Ten
– Unit Types
The Game
– Set Up
– Strategy
– Environment
– Orders
– Missions
– Special Missions
The Turn Sequence
– Movement
– Shooting
– Assault
Vehicles
Universal Special Rules
What is Pirate 40k?
Pirate 40k is a fan written adaptation of the current Warhammer 40,000 game system. It has been
designed to introduce a more detailed way of playing the game. To this end rules have been adapted
and new ones introduced, although many base fundamentals remain. It is up to the player on how
many of these rules they use or discount. The rules also try and introduce several new elements,
with an armies strategy rating, new cover system, terrain and a battlefield conditions system, as well
as the use of a universal Orders system which places the force Commander and independent squad
leaders at the forefront of the battle. Also should a force perform particularly well in any of its
individual turns it may gain the momentum over the enemy, enabling a number of units to act
further before the enemy can respond!
NOTE: Some rules may be repeated throughout this document. This is often for the purpses of
clarification within certain rule elements.
CHARACTERISTICS
All previous characteristics have the same meaning as 5th edition. Also two new, or rather old,
characteristics have been added to Pirate 40k. Player's are welcome to add either characteristic, both
or neither. Players may decide that their soldiers are trained enough, or genetically built enough, not
to need either value thus ignoring their effects when applying rules such as Orders etc. If this is the
case then simply ignore all references to these characeteristics if using any of the additional rules:
WILLPOWER
Willpower is unique to Independent Characters. There are many heroes, and 'villains', within the 41 st
millennium whose strength of will, or force of luck, is almost as important as their strength of arms.
Those of the greatest willpower can survive against insurmountable odds, changing the course of any
battle – or even the destiny of the universe itself.
Willpower is ranged from 110 and represents the sheer force of will that a character, or perhaps unit
leader, possesses. Willpower represents the amount of rerolls any character can make. These rerolls
can only be subject to the character/leader and include rolls to hit, to wound, armour saves, rolls to
run or any other roll so long as it only applies to the character (you can never make an opposing
player reroll their dice). Willpower rolls replace the 'can never reroll a reroll' rule – a testament to
their unyielding strength and will to power!
What Willpower?
As Willpower is not represented within any Codex proper simply use the following as a guide.
Player's may feel free to alter the characteristic to what seems appropriate for their characters.
Typically the more important, senior, unique and stronger special characters have the highest
willpower.
● Squad Leaders: 1
● Veteran Squad Leaders: 2
● HQ choices with 2 wounds: 3
● HQ choices with 3 wounds or more: 5
● Unique characters: 38
● HQ monstorus creatures or 'Eternal Warrior': 510
As stated the above is a guide only and player's will have to compromise with each other based on
their own good sense and judgement. Legendary characters such as Abaddon, Calgar, Eldrad etc will
naturally have towards the higher end of Willpower as oppossed to other unique choices, such as
those purchased as upgrades to units.
Players may also agree that their veteran units gain a WP charcteristic. If so then simply allocate a
certain number to the unit as a whole, this may be kept track of by players with a notepade, markers
or a similar system.
Squad Leaders and Willpower
A squad leader with a WP characteristic is adept at relaying orders and has the respect, trust or
otherwise sheer intimidation, to make the unit perform beyond the call of duty (or genocidal
mania). For all intents and purposes Squad Leaders become Independent Characters but may never
leave their unit to join another.
Any unit with a Squad Leader that has a WP characteristic is at a + 1 modifier to receive orders and
to any morale checks they are recquired to make. So long as the squad leader is alive these bonuses
will remain, even if they reduce their WP to '0' by rerolling personal tests.
Independent characters that join a unit effectively replace the squad leader's command and use their
WP in the same manner. If their initial WP characteristic is equal to, or greater than, the units Ld it
becomes Fearless (if the character denotes that ability to the unit then no other bonus is incurred).
COOLNESS
Coolness applies to all Infantry units & represents a units ability to keep calm and ordered upon the field
of battle, even in the most trying of circumstances. Certain legendary units may replace this
characteristic altogether but it is a common feature for most units.
Coolness is ranged from 110 and represents the ability of a unit to keep calm and controlled in the
chaos of warfare. Coolness is reflective (i.e the same) of a units Ld value. Coolness can work in either
of the following ways:
● The number indicated is the number of dice a unit may reroll for any morale test it is
required to make. A unit may use as many coolness points as it likes to alter the outcome of
any morale test.
OR
● Units may use a point of Coolness to reroll any Ld tests taken.
Regardless of which of the above is used to represent coolness the rules below will always apply.
● For every Morale Test failed the unit loses a coolness point. Any roll of 6,6 may not be
modified by coolness.
● Once a unit reaches '0' Coolness its morale is totally destroyed and it is capable of only basic
survival or instinctive fighting. All discipline is lost and the unit can no longer receive orders.
Units reduced to 0 coolness will always make a 'Fall Back' move towards the nearest cover
where they will immediately 'Hide'. If no suitable cover is available or the unit is nearer to a
table edge it will fall back towards that table edge.
● Coolness dice themselves can never be rerolled.
Naturally some armies may be more versed in battle than others and may not have a coolness
characteristic at all. Typically units that are Fearless do not have, or use, coolness points. For now
players can simply use the Ld value of the unit as its base coolness (although this may all evetually
change).
And They Shall Know No Fear and Coolness – For now Space Marine armies do not totally ignore
the rules for coolness. If they fail any morale chack (or choose to do so) they lose 1 coolness as
normal. If reduced to 0 coolness then they may receive no specific orders but instead fight 'normally'.
Regaining Coolness
On some rare occassions a unit can regain Coolness points, either temporarily or permanently (if
fighting a campaign). Certain instances may lead to an additional Coolness point being awarded such
as a Victorious Slaughter combat result or the presence of the Commander or other war hero within
the unit. Such events and their effects vary from army to army and character to character and the
rules are covered later.
For now only a unit falling back in such a fashion regains a coolness point if joined by an
Independent Character.
THE RULE OF TEN
All profile statistics are valued between 1 and 10, with 1 being the most inept, incompetent or
unskilled to 10 being the personification of perfection that is reserved for only the greatest of
mortals and immortals. A physical attribute value (other than wounds) of 3 is about average for a
trained and fit human whereas a Martial attribute ranges from unit to unit depending upon instinct
and combat experience. When regarding characteristics in a background sense it is useful to think of
them in terms of multiplication or magnitude rather than as any simple linerscale. For example: A
Space Marine is represented as having a single Strength higher than the majority of Humans, so
Space Marines are effectively almost half as strong as any 'normal' fit and trained human soldier
(times a Catachan by half, in terms of biceps etc, and you get the idea!).
DESIGN NOTE: I initially flirted with the idea of changing many statistics. Within the confines of 5 th
Ed. it soon became apparent that this was largely impossible due to the Rule of 10 representing
everything from a Gretchin to a Tyranid BioTitan. If any change were to be made all profiles for all
armies would have had to be escalted in a similar fashion, innevitably breaking this rule. Armies may
instead gain more background detail through the introduction of Army specific rules, if they do or do
not do so already. Also armies are more adequately represented through their startegy rating, ability
to receive orders, and call in reserves etc...
UNIT TYPES
Unit types remain largely the same. In the context of Pirate 40k the following units have been given
the following changes:
INFANTRY
All Infantry can take objectives. Independent Characters of a starting Willpower of 5 or more may
also take objectives.
BIKES & JETBIKES
Bikes and Jetbikes excel in reconnaisence and hit and run attacks against the enemy, confusing their
troops with dazzling speed and feigning movements aimed to disrupt enemy positions. Their ability to
strike swiftly and sow cinfusinion is ofen a higly prized asset to most skilled commanders.
All Bikes & Jetbikes have the Hit & Run universal special rule (For the present if a character
upgrade or specialist unit already have this rule then they can count as Skilled Riders as well).
Bikes and Jetbikes may never take objectives and cannot contest objectives if they moved more
than 12' in their final movement phase.
THE COMMANDER
A forces commander is at the hub of all its strategy and is often an iconic, respected, feared or powerful
individual whose presence is enough to steel any nearby friendly units.
The Comander is typically the HQ choice with the highest Ld and Willpower values. Players may
decide which model represents its Commander subject to common sense.
For Example: An Autarch would have greater tactical authority than a Farseer and a Space Marine
Chapter Master will have more authority over a Captain etc...
Commanders are subject to the following rules:
● Commanders may issue additional orders to their units, subject to the restrictions within the
Orders section. Typically a Commander may issue as many Orders per turn as their army
strategy rating dictates (Special Characters etc may have significantly more than their
Army Startegy Rating). Typically a Commander is allowed to issue so many Orders before
he is unable to act himself. A commander calling in Reserves typically uses a command
point, just like giving an Order (see Orders).
● Commanders enable all units within 6' to reroll all failed morale tests (certain Special
Rules may replace this restriction).
● Commanders are always deemed as objectives, be they vital or personal. The capture or
assassination of an enemy Commander is always beneficial within any lasting engagement,
boosting the morale of soldiers or otherwise making the enemy less of a threat.
● A Commander can typically not issue Orders or Strategic reserves if they are in combat.
THE GAME
This section describes all the pregame events and covers everything from Missions to deployment,
army startegy, the principles of the Order system as well as battlefield conditions – types of terrain etc.
This is written 'in order' sequence for ease of use and understanding.
SETTING THE SCENE
Games rely on a variety of elements to hinge their purpose on. Whether it be a story driven
escapade into the 41st Millennium or a more competition based battle of will and wits and the
ruthless securing of objectives no matter the cost. The pregame sequence is as follows with
explanations for each following:
1. Determine Battlefield, Terrain & Conditions
2. Determine Game Type, Mission and Objectives
3. Organise Forces
4. Strategy, Deployment and pregame events
5. FIGHT!
6. During the Battle – Momentum.
DETERMINE BATTLEFIELD
The 41st Millennium contains every kind of world and environment imaginable. The Imperium of man
alone contains a million habitable worlds, with newly discovered and reermerging worlds being
claimed by unscrupulous Rogue Traders, whilst other planets are dying, destoryed or are in the
volatile stages of being created. All types of environment are encountered, from the fresh, clean vast
plains of Agriworlds, to the densely populated and polluted hive worlds or even the nightmare
landscape of a Daemon World, where the rules of physics and geometry becomes twisted and the
ground itslef is made up of billions of writhing maggots or plains of skulls with rivers of blood. Such
worlds with their environment and terrain features drastically alter the nature of any martial
encounter.
PLANET TYPE
The planet type any battle is played on determines the type of terrain and likely weather
conditions. Even in the 41st Millennium troops can become bogged down in torrential rain
turning otherwise lush fields into muddy quagmires whilst the blizzards of an ice world can
reduce visibility down to a few metres, or lightning storms of such magnitude can interefere with
all forms of vox or radio communication.
Players can either decide which battlefield type to choose, suitable to their own collection of
models and terrain or they can determine the type of planet, terrain and conditions randomly, or
else choose to ignore this phase and get stuck straight into the action. The table below illustrates
the kind of terrain that can features, events and weather conditions within any particular planet:
PLANET TYPE TYPICAL TERRAIN TYPICAL EFFECT/S TYPICAL
TYPES WEATHER
Hive World Difficult and Dangerous Toxic Atmosphere Acid Rain,
Temperate
Agri World Open to Difficult Stampede Temperate, Varied
Rain
Feral and Fuedal Open to Dangerous Varies
Artificial Difficult and Dangerous Sentry guns, Fortifications None to
Constructed
Forge Worlds Difficult Toxic Atmosphere
Ghost Worlds Open to Difficult Training World, Resident Evils Varies
Death Worlds Difficult and Dangerous Resident Evils, Toxic Varies. Torrential
Jungle Atmosphere Downpour,
Swamp Lethal Flora Blizzards, Sand
Ice Swamp Things! Storms, Flash
Desert Floods etc
Daemon Worlds Difficult to Dangerous Resident Evils, Warped Any
PLANTETARY EFFECTS & WEATHER
For now players can make up their own rules. The table above is just a guidline and the
effects/conditions suggested are simply names for ideas.
I see no point in applying such things to any games if the core changes made here have completely
'broken' the game beyond playability.
However different effects will work in combination with terrain features and weather may affect
the effective range of weaponry, similar to the present Night Fighting rules, or else by reduce
maximum range by a certain ammount. The idea of such effects is that they make for a more
tactical change in that armies will have to take into account their effects upon any of their models.
Still more things may be added that are more in line with the recent edition of Fantasy – giving
certain bonuses, negatives or temporary abilities etc to nearby units.
For Example: The 'Resident Evils' effect could simply increase the likelyhood of models being
wounded when entering dangerous terrain. If, for example, playing on a Daemon world of Nurgle
such incidents may cause poisoned attacks. Resident Evils could also represent the chance of any
local beast rearing its head as units make their way through dangerous terrain, being activated on
a '1' to move, causing D6 hits at Strength 4 AP , or something similar.
DETERMINE GAME TYPE, MISSIONS & OBJECTIVES
As in 5th Ed. However Pirate 40k makes a distinction between objectives which may/may not apply
depending on which scenario is played.
VITAL OBJECTIVES
Vital objectives are just that & players may decide what constitutes a Vital Objective. Typically a
Vital objective is equal for both sides, however players may decide on using different vital
objectives. A Vital objective is typically worth twice that of a normal objective.
PERSONAL OBJECTIVES
Personal objectives are objectives players may agree to assign to their Independent Characters, or
even Infantry units. Should the character/unit achieve its personal objective it may count as
additional victory points, standard objectives, or experience points if playing a protracted
campaign.
As to the nature of a Personal Objective it can be anything from killing a certain amount of the
enemy, securing a particular objective, disabling a certain or particular enemy vehicle etc...
NOTE: Not much thought has been given to the nature of objectives on the whole for the time
being. I would like to, some point, add individual objectives to each player – be they in the guise of
vital or personal objectives. Players would be advised to ignore the concepts of these for now – as
in other areas if the rules create such an imbalence then there's little point in going this far I hope
this isn't the case).
STRATEGY RATING
Armies in the 41st Millennium have a variety of skills and abilities when it comes to command
structure, discipline, the relaying and obeying of orders, making for a variety of deadly efficient, or
otherwise slow and pondorous, reactions to enemy movements, the cutting off of supply lines and the
deploying of vital reserves at predestined or otherwise key moments.
Strategy Rating is measured from 1 to 6 and has a number of ingame effects. The higher an armies
Strategy Rating the higher the likelyhood that they are better tacticians and are able to outthink or
outmanouver an enemy army. The strategy ratings are as follows:
Strategy Rating in Games
Startegy Rating may affect games in the following ways:
● The side with the Highest strategy rating may reroll the dice to see who goes and sets up
first.
● The side with the Highest Strategy rating may reroll their dice to Sieze the Initiative (if
applicable – depending on the scenario).
● Commanders receive up to half their strategy rating points (rounded up) to issue extra
Orders or call in additional reserves.
● A Commander may spend a Command point to reroll the Games' end.
NOTE: A Commander that expends all their Command points during a turn cannot act any further
during the phase in which he expends their final Command point.
RESERVES
All rules for Reserves are as in 5th Edition with the following addition.
Strategic Reserves
An exceptional, canny or otherwise prepared Commander may have elements of their force on standby
near the battlefield, already infiltrated behind enemy lines, or else with a commanding arrogance or
gift of foresight have them arrrive at a certain time during the battle whenever their plans have reached
fruition or the need arrives.
Essentially the strategic reserve replaces the standard Reserved unit's normal arrival. To issue a
strategic reserve the player must state at the start of his turn the unit is witheld for such a purpose.
The unit does not arrive normally but follows the rules given here.
Any Commander may spend 1 Command point to call in a Strategic Reserve – rolling equal to or
lower than their Strategy Rating to execute (a roll of 1 always passes, a roll of 6 always fails). The
roll may be affected by Willpower as normal.
● A Strategic Reserve may be called upon during the beginning or end of any of the
Commanding player's phases. The unit arrives and acts as normal. When this happens
simply use the unit until it 'catches up' with all other friendly units. Moving, shooting or
assaulting as normal. The unit may not receive Orders from their squad leader on the turn
it arrives, however the Commander may relay an Order as normal.
● A Commander may only withold as many units in Startegic reserve as his Command points.
Should any fail to arrive the Startegic reserve is wasted and the unit counts as reserves as
normal but is at a +1 to arrive in the player's next turn.
● Should any unit fail to enter play during the course of the battle they count as giving kill
points or as an extra objective.
Strategy Ratings, Points & You: Obviously player's whose armies have a higher strategy rating are
at an additional Tactical advantage over their opponent. This can be increased exponentially if used
by an unscrupulous, experienced or generally lethal opposing Commander (i.e the guy that always
beats you) or else gives a slight edge to those without the tactical acumen/care of their opponent.
This is entirely inentional. If players agree then they can come to some accord as to how this
should/could be represented through points values, perhaps placing a 10% cap on the army with the
significantly higher strategy rating – perhaps not. It's up to you!
The Force Organisation Chart
The Force organistion chart receives the additional components:
● Unique: Unique HQ's are given an additional optional single slot. Unique choices found elswhere,
unit upgrades, heavy support etc do not count. Note: Players may decide that a certain mission will
allow for another Unique HQ option to be taken. As usual in large games the FOC becomes
redundant. In other types of game (Planetstrike etc) this Unique option is added on as normal.
● Allies: A force may be given up to 3 Allied options. The Allies taken may never outnumber the
Troops selection of the main army (so for every 2 taken 1 Ally may be used) and may never come
to more points than the total Troops section of the main force. A single Allied slot may be given to
an Allied HQ and no Unique choices may be taken. This is to allow for more varied lists. For now
either use the Apocalypse Allies Matrix or your own good sense to determine which allies can be
used for your army.
● So the standard FOC becomes: 1 HQ, 2 TROOPS (1 Unique HQ, 1 HQ, 4 TROOPS, 3 FAST
ATTACK, 3 HEAVY SUPPORT, 3 ALLIES).
NOTE: For now players are best off sticking with their most recent Codex and Army Lists, applying
any necessary rules or army entries given within the Pirate 40k Index's as they see fit. At this stage
the rules are highly experimental and any change in points values etc can be dealt with at later
stages. It is worth taking into account that many of the adapted rules are universal and apply to all
armies, with the Index's bringing changes to them that affect the Orders system and many other
changes. In this sense a balance is hoped to have been achieved.
ORDERS
NOTE: The orders system has been introduced to add extra elements to the game where Infantry are
concerned. As it stands in 5th Ed. these would be represented by the simple actions of moving, firing
and assaulting. The orders system gives Infantry units the chance to gain additonal bonuses (and
negatives) to shooting, cover, movement and assault and has been designed with the intention that
players may now consider the best orders to give to their Infantry in the best situation, adding an
extra tactical element to the game.
Under the Orders system Infantry units may be able to move quicker, resoponding to any rapidly
approaching threat, go on overwatch to counter the movement of enemy units, or be able to blind
fire from cover, gaining a cover bonus and having some chance to repel an enemy unit etc...
Players may decide whether to use the Orders system or not.
Naturally, different races will have different ways of initiating Orders, some more effective than
others, whilst other armies or individual units resemble just sheer rage and chaos – unable to think
or care for tactical advantage or survival. Such generals know that the placement of such insane
and, often, ruthless units can deter the enemies plans or else break through their lines completely.
The amount of orders given depends on the amount of extra attention players want to give to their
games. Given the untried nature of these rules I would suggest starting slowly and using the
following default and ignoring the number '4' default rule (below):
1. Squad leaders may only issue a single order per turn.
2. Any Commander may issue as many additional orders to their units as equal to their
Command points (see table above). If issuing as many Orders/Strategic Reserves the
Commander may not act that turn, although any unit he is a part of can shoot as normal.
Any orders issued by a commander superced those of a Squad Leader, so are taken on the
Commander's Ld.
Note: If players wish to try the maximum and try and give 3 orders per turn (1 per phase) then they
can (although I think that would be debilitating and even more tme consuming). Regardless all
Orders are subject to the restrictions given below and any normal restrictions within 5th Ed still
apply:
For example: A unit which has yet to receive or give itself an Order fires its rapidfire weapons in
the shooting phase may not be given an Assault order as it cannot assault.
The current default rules for Orders are:
1. All Orders require a successful Ld test to pass. If failed the unit either doesn't comprehend the
order or the sound and din of battle has ruptured their communications, be they through a vox
transmission, psychic connection or some other outside agent. The unit instead acts as normal for
that phase.
2. Units who FAIL their initial order may not be given a second order.
3. Units out of coherency may not be given orders.
4. The amount of Orders that may be given to a Unit within a singular turn depends upon their
leaders and their own martial acumen. Typically a unit always receives at least 1 order a turn.
Veteran leaders (Nobs, Exarchs, Space Marine Sergeants etc) are allowed as many Orders as their
WP characteristric (typically 2). If the squad leader should be slain the unit may only ever issue 1
order per turn to itself and must roll a successful Initiative test before the Ld test itself. In this case
a squad member has come forward to take command of the unit in their leader's stead.
5. If a unit is joined by any Independent Character then they will use their LD characteristic to
receive orders. If joined by the Commander they automatically pass any order given. All Unique
Infantry upgrades that lead a squad may issue their order/s automatically and the order is always
executed – such is the might, will and reputation of these individuals.
6. If a unit should fail an order, for any reason, then they may not make any additional orders that
turn unless those orders are issued by their Commander.
7. Units that are falling back can only receive the Order 'Fall In' from their Commander alone,
subject to the normal restrictions.
8. Commanders can supercede any squad leader or unit if they are within 24'. The unit can take the
order under the Commander's Ld. If passed the unit recieves 1 coolness point for its pride in being
given a direct order by its commander. If failed the unit loses 1 coolness as it has directly
disobeyed the will of the commander. The unit may not take an Order from their squad leader if
he they have been superceded in this fashion.
The following state where Orders may not be given under ANY circumstances:
● Units with the Rage universal special rule.
● Units within Transport Vehicles.
If units disembark from a Transport Vehicle that moved they may not be given an order that
turn. If the vehicle was stationary and they disembark they may be given Orders as normal.
● Units who are deemed to be so unnatural that they are deemed to be incapable of tactical
comprehension or otherwise the simple understanding of a given task, such as Tryanid Spore
Mines, Chaos Spawn etc may not be given orders. It is up to the players to agree or disagree on
what constitiutes such a unit. These should be (more or less) self explanatory.
● Bikes, Jetbikes, Cavalry, Beasts, Vehicles and Monstrous Creatures move and fight as normal and
cannot be subject to Orders (for now at least). Artilliary/ordnance that fires indirectly are the only
exception due to the 'Enemy spotted. Sending coordinates' order (if they are so given it).
● Independent Characters and the Commander give the orders and are not subject to them unless
they are part of the unit they are giving the Order to. Commanders may not give Orders to other
Independent Characters.
● Units that arrive from reserve may not receive any Orders on the turn they enter play.
● Naturally any units without shooting weapons cannot receive or be given shooting orders.
ORDERS & ARMIES/RACES
Some armies/races use different methods of communication for their orders, limiting their range or
effectiveness as well as differing in their approach, either being more disciplined and focused or else
prone to the occassional internal conflict. Generally speaking the higher an Armies Strategy rating
the better they are at giving/receiving orders. For now the following rules for the various armies
apply:
Space Marines: Space Marines do not need to roll to pass any order given by their squad leaders
and are not affected by range. Any attack or environment which disrupts their vox system, however
means that their commanders, or other senior leaders, cannot transfer relevent information and so
cannot give orders to specific units or the army as a whole. Blood Angels subject to the Red Thirst
may not receive orders. Space Marines are immune to the effects of the negative rules for 'Covering
Fire' or any similar order – their training and martial discipline means they remain free to act as
they will. Space Marines may never become pinned (although obviously if they choose to stroll out
into the open under multiple sniper fire then they get what they get). It is currently up to player's to
decide what would affect their Space Marines or not. If no agreement can be reached then simply
allow Marines to automatically pass any orders that are given to them by their squad leaders (a
successful Ld roll will be required to receive orders from their commander as normal).
Imperial Guard: Imperial Guard rely on their Officer's to make the decisions and so are limited in
the amount of Order's they can take. The rules for Order's within Codex: Imperial Guard state which
officers can attempt Orders and how many times. The difference is they may relay as many Orders
as stated in each phase, but can only do so to different units.
For Example: A Platoon Command squad containing a Junior Officer is normally only allowed to
make 1 order per turn. Now he can make 1 order per phase but may never issue more than one
Order to the same unit. All other rules for the execution of orders (or officers) apply from the Codex
– although the similar orders given in the Codex are superceded by the orders given here (Special
Orders from characters may be given as normal). Imperial Guard still receive the negative and
positive rules of Inspired Tactics and Incompetent Command and any unit led by a Commissar will
carry out any order they give (if a Commissar or other Independent character takes over this is the
only way a normal Infantry squad may receive an order from a squad leader). Unique upgrades
(Harker et al) may issue orders to their own units and count as Squad Leaders as normal (only
exceptional ones).
Orks: Orks are somewhat more direct in their approach to Orders. A Warboss may often only below
out to his troops or else have a large, primitive megaphone or some other device that makes his
voice louder. Nobs, on the other hand, are rather more 'hands on' shouting, ranting, raving and often
beating their fellow Orks (even to death) to obey their will. The following Order rules apply:
● A Warboss has an effective command range of 12' on foot. If wearing MegaArmour this is
increased to 18'. If riding on or within a transport vehicle then it is only 8' as the noise of the
engine dulls out his commands.
● Weirdboys can never receive an order, either from themselves or anyone else. They're simply too
deranged and, well, weird.
● If under the Mob rule Orks do not need to pass a Ld test to make an Order, their sheer
enthusiasm and natural affinity for warfare supercedes any notion of what it is they are actually
doing, tactically speaking at least (Bloodaxes may know all too well however).
● Nobs, Meks and other unit leaders can issue Orders as normal. If failed the Nob will vent their
anger at their lesser Orks, a Mek will usually throw a spanner or wrench and a Slaver might
throttle the nearest gretchin just to make a point. The unit recieves an automatic Strength 4
wound at AP – (armour saves may be taken as normal) in addition to failing the order.
● Units of Nobs often strive for dominance with their group and between wars often fight
amonsgst themselves, or else foolishly challenge their Warboss. However when it comes to the
actual act of warfare they excel, through sheer experience and hereditary memory. Nob units do
not need to roll to pass Orders.
● Stormboyz are renowned for their discipline and may reroll any failed Order roll.
As for the differing Clans, in regard to the use of specific orders and other special rules I have
forgone going this far, for now. Players may decide what suits their clans character best – Blood Axes
will no doubt be comfortable with any order (the sneaky gits).
Eldar: Eldar are one of the most Tactically astute forces any opponent could face, and their Farseers
are legendary when it comes to the gift of foresight and manipulating the fates in favour of their kin.
Their Autarchs are strategists beyond compare to all except the most astute, or ruthless, of the
commanders of other races. The following rules apply:
● If an Autarch is taken all units, including Guardians, automatically pass their test for Orders (in the
case of Guradinas they must roll if their Warlock is killed).
● Exarch Powers which affect their own units now count as orders that are passed automatically.
There is no need to purchase the Exarch ability within the army list (provided the Exarch is taken).
If the effect gives them an ability unto themselves (crack shot etc) then they must pay for the
upgrade as normal.
● Farseers do not have to test for the Mind Control universal psychic power (see below) and may use
it once as a free psyhic power subject to the normal rules for psychic powers.
● Eldar Pathfinders automatically use the 'Pick your Targets' order at the start of any shooting phase
with the following addition – Pathfinders time their attacks so well Independent Characters within
a unit they target do not receive the bonus saving throw for cover within the unit.
● Wraithguard can receive orders as normal provifing they are within 6' of a psyker.
● Harlequins are a rule unto themselves and may not be given orders by their Commander. They may
still receive orders from the Troupe Master as normal.
Chaos Space Marines: Despite their chaotic nature, chaos marines are still just that, marines, and
have not forgotten their training or martial discipline – it has simply been replaced by the will of
Chaos. However Chaos appeals to those most who desire power and influence. A leaders, be they a
Chaos Lord or an Aspiring Champion are often too selfish to care for their warriors, unless there is a
specific prize to be attained that will grant them the favour of the Gods – in which case a Chaos Lord
or Sorceror is unscrupulous as to how they obtain it. The only exception are Daemon Princes, whose
awe and mix of their general daemonic nature and volatile temperament are obeyed without
question. The following rules apply:
● Armies led by a Daemon Prince do not need to roll to follow his direct orders. They obey
without question.
● If a Vital Objective is being the Chaos Commander will stop at nothing to obtain it. Any
order they issue to any other unit within 6' of the vital objective is automatically passed.
● Aspiring champions are often aloof and singular minded individuals. Caring more for their
own path than that of their Lord's. They will usually ignore any command given and do
what is in their best interest and make an excuse later. Units led by an Aspiring Champion
can never take orders from an Independent Character, unless they are Unique (noone
would dare disobey Abaddon!).
● Kharn the Betrayer may not issue any orders other than the MOVE! order and the following
unique Assault order is given automatically at the start of every Assault Phase, even if no
one's there to receive it:
“Blood for the Blood God! KILL. MAIM. BURN! Skulls for KHORNE!”
The bloodlust of Kharn knows no bounds and he exudes violence and bloody slaughter wherever he
treads. Any units engaged in combat with a mark or icon of Khorne within 6' of Kharn when this
order is issued become frenzied and gain twice their normal number of attacks (all modifiers are
applied afterwards). Such is their frenzy that any rolls of 1 or 2 to hit instead hit their own unit. If
they are Lone then they turn their blades upon themselves. The attacks follow all rules for their
weapons and any special rule as normal (no hiding from power weapons or furious charge). The
order itself does not affect Kharn.
Chaos Daemons: For now Chaos Daemons automatically pass any orders given and may receive up
to two orders per turn. The will the Chaos Gods cannot be denied. Units deep striking may not
receive any order in the turn they enter play as normal.
Necrons: If a C'tan is present Necrons automatically pass their orders. Due to the slow, ponderous
nature of Necrons they may not be given any order that allows for additional movement. As they
have no unit leaders (as of yet) Necrons are considered to be allowed 1 order per turn and may
receive additional Orders from a Necron Lord as normal. Necron Lords may always give all their
orders and still act fully as normal.
Tau: Follow the Standard Rules. If led by an Etheral all Tau given orders by the Etheral
autmoatically make those orders. If an Ethereal is present on the table no Tau unit may reach
Coolness '0' – but instead stay on '1'. If the Ethereal should be killed all Tau units must pass a Moral
check or fall back and if they were at an effective '0' coolness then the standard rules for that apply.
Tyranids: The will of the Hive Mind is irrepressible and Tyranid units automatically pass any order if
within 12' of a Synapse Creature. Units who are reduced to '0' coolness will revertt to the Instinctive
Behaviour rule.
Dark Eldar: As the official Codex hasn't been released yet (but will soon rejoice!) just use the
default rules for now.
DURING THE BATTLE MOMENTUM
At the start of the battle, unless otherwise stated, forces normally take their turns in a specific order,
with all their units moving, firing or assaulting (or else running for their lives!). However should a
force gain a significant upper hand in any turn a Commander may take the opportunity to sieze the
initiative and push his troops to reengage the enemy, either pushing the attack or lauching a well
timed counter offensive.
To determine when, and if, momentum comes into play follow the rules described below. Note: No
force may gain the Momentum over their opponent until the opponent has reacted in the following
turn, no matter how catastrophic that first turn is to their army. Momentum only comes into play
from the second turn onwards.
Momentum is measured in single points and is gained from the following:
1. Securing vital objectives from an enemy. Merely contested objectives do not count, nor do
any objectives already secured within deployment zones. A unit (or multiple units) must
cause the holding unit to either flee or wipe them out to secure the momentum point.
2. Wiping out a unit in a single phase. If a unit is wiped out in an assault, by a bombardment
or by extensive shooting. The unit wiped out must be at 75% starting strength or above for
this to count.
3. Killing an enemy Independent Character or Commander.
4. For having 2 kill points or more than the enemy at the start of any turn if the kill point
system is being used.
For every point of Momentum earned the Commander can issue that many additional orders to
any units, subject to the usual restrictions and rules. This effectively gives several units a chance
to consolodate their position or press their advantage upon the enemy. Units are subject to
whatever normal restrictions that would apply during the turn just played. The momentum phase
is just that an additional phase, NOT an additional turn. Therefore the following restrictions
apply:
1. Units that moved during the turn prior to the momentum phase count as having moved
(therefore may not fire heavy weapons or be given an additional movement order which
requires them to move). However they may Consolodate their position or be given any
shooting order (subject to the restrictions of their weapons).
2. Units that rapidfired their weapons or that are subject to overheating may not fire their
weapons at the same rate again and can only use their weapons basic stat line if ordered
to fire again. Overheated weapons cannot fire althotugh they will be cleared to fire in
their next turn as normal.
3. A unit that shot but remained stationary may be given any Movement or shooting order
(subject to the restrictions above).
4. Units who assaulted may only be given an assault order if they are within assault range of
another enemy unit. If they are still engaged in an assault then they may be ordered to
'Kill 'em All!' & the round of combat continues as normal with the side with momentum
striking first, regardless of initiative, and under any additional rules via any engaged
assault orders.
5. Any Vehicle unit may be ordered to fire or move again but can only move up to half its
speed and fire either its main or defensive weapons as the crew work overtime to obey
their commander.
6. Independent Characters may also be ordered and are subject to all the same restrictions
for Infantry as described above.
7. Spontaneous orders can be troubelseome to execute as squads are full of adrenaline from
having butchered an opponent or are else busy reloading and securing the objective,
anticipating the enemies next move. All momentum orders are at 1 Ld test to execute
and are not subject to the 'Say Again!' special action. They may still be modified by
coolness as normal, however.
Any momentum points not spent are wasted and are not cumulative for any further momentum
phases.
REGAINING MOMENTUM
The side that is under the receiving end of the enemy's momentum needs to act swiftly in order to
regain a foothold within the battle. The commander realises (instinctively or otherwise) that his
force must regain ground and their composure if they are to maintain the fight and achieve
victory.
The same rules apply for a side regaining momentum as they are for the side who initiate the
momentum. Such is the ebb and flow of a well fought engagement.
THE MOVEMENT PHASE
The movement of a battle is key to obtaining victory. Units move with all possible haste
toward their given objective, whilst bikes and other fast vehicles move rapidly to engage the
enemy, with waves of transports moving to secure vital locations and Infiltartors move to
secure newer or better firing positions.
This is as in 5th Edition. No direct changes have been made.
MOVEMENT ORDERS
If the Orders system is used (see above) then the following orders can be issued: Note only one
order may be given to a unit during any phase (Commanders may not issue another Movement
Order to those that have already received a movement Order etc).
KEEP YOUR HEADS DOWN!
The unit is under heavy suppressing enemy fire and the squad leader decides its best option is to astutly
remain behind its cover rather than risk moving elsewhere, until reinforcements come to their aid.
This order can only be issued if the unit began the turn in cover and had received enemy fire in the
previous turn, regardless if it took any casualties. The models get a + 1 Cover Save in their
opponent's next shooting phase, just as if they've Gone to Ground, but can move as normal in the
next turn should they wish.
MOVE!
Sometimes the impetus of multiple explosions and projectiles hitting the earth over and around you, the
presence of a large and dangerous enemy nearby, or the sight of an objective, can be enough to stir any
soldier, no matter their race, into instinctive or physically incredible feats to reach for their target, or
else the nearest cover, as soon as possible. Otherwise the unit is inspired by insanity or bravery and
charges at the enemy with utmost haste.
The unit gains an additional D3 to its movement and may only run as its next act in the shooting
phase, rolling 2D6 and picking the highest result. If this entire movement takes its move beyond 12'
the unit recieves an additional + 1 Cover Save. Or 6 + if they end their move in open ground.
If moving through difficult terrain at the start or during this order then the unit adds an additional
D6 to the usual amount (2D6 become 3D6), picking the highest result. For every 6 rolled the unit
moves a further 1' as they scamper and jump for all they're worth. However such speed through
such terrain is not without its dangers, as any slip or fall can result in debilitating injury. If using
this order through difficult terrain it also counts as dangerous terrain (models receive a wound on a
6+).
If the unit moves through dangerous terrain at the start or during this order then it proves
particularly hazardous. Models therefore suffer a wound on a 5+.
Slow and Purposeful units may not be given this Order.
POINT MAN
The squad leader decides it's best to put a man further forward through hostile enemy territory,
effectively the unfortunate soldier will act as bait for the rest of their unit, drawing the attention of any
rash enemy snipers or units, or else acting as a way to determine if their's a minefield in the vacinity.
Normally such a duty is rotated between squad members or is otherwise 'picked' by the leader.
A unit who moves with a point man may place a single model up to 6' ahead, effecitively breaking
coherency. The unit may move and act as normal. Should the point man come into the view of an
enemy sniper or other unit on Overwatch then that unit must pass a Ld test (even if they count as
being fearless, stubborn etc). If failed they break their discipline and must shoot the unfortunate
point man then and there.
For all intents and purposes the point man counts as a seperate target to their 'parent' unit in the
enemies following turn although does not confer the usual 4+ cover save given for an intervening
unit.
If the point man gets assaulted and (most probably) dies, the assaulting unit may make a sweeping
advance as normal. If this takes them into the path of the point man's unit that unit gains the
CounterAttack universal special rule.
Note: It IS possible for the point man to be targeted by multiple enemy units should they lose their
compsure.
ENEMY APPROACHING. FALL BACK!
In certain situations it is better to make a strategic withdrawal than to face the fury of a dangerous, or
otherwise superior enemy. The squad leader commands the unit to fall back in an ordered fashion,
covering themselves with sharp bursts of fire or with grenades as they go, hoping to reach other friendly
units or else attempting to lure the uncaring or unsuspecting enemy into a deadly trap! However such a
manoevrue is tricky to pull off in the arena of battle and many an unwary unit has found themselves
floundering in the face of the approaching enemy.
The unit makes a Fall Back move as if it had failed a morale test with the following changes:
● The unit counts difficult terrain as difficult terrain.
● The unit rolls 3D6 and picks the two lowest results.
● Models will stop before making contact with the table edge as this is a voluntary move.
● Models that are assaulted by an enemy whilst performing this order do not need to test to
regroup.
● Models who are forced to take a Morale check if performing this move (if they suffer 25%
casulties from shooting in the enemy's next turn for example) may roll a Ld test and do not fail
automatically.
● If the unit has models remaining in its next phase, remained unmolested or passed all morale
checks it was required to make it regroups autmomatically and may act as normal.
HIDE!
The unit makes itself as small as possible in an attempt to shield themselves from the enemy's line of
sight either through ducking or lying prone behind the cover.
Any unit that either begins or ends its move behind medium or heavy cover can attempt to 'Hide'.
The unit recieves a + 2 cover save (to a maximum of 2+) to represent that the models are
attempting to hide for all they're worth. They may still be targeted by any enemy unit that can
draw line of sight. The unit can not receive an additional order that turn (even from the
commander) and may not fire. Units count as hidden until they move, shoot or otherwise act/be
forced to act (through faling a morale check etc).
THE SHOOTING PHASE
All 'civilised' warfare since the earliest days of man, and alien, has involved ranged combat
in some form or another. As each millennia has progressed each race has had to become
more adept at producing lethal ranged weaponry to defeat their enemies, and the armour
necessary to protect themselves, in order to survive within such a hostile galaxy. The
weapons of the 41st Millennium are the most destructive, lethal and disturbing yet to grace
the universe and the current capacity for inifinite explosive and planet shaking oblivion
knows no bounds. No flesh, no metal, no construction, or even whole planets, are entirely
safe from the firepower developed over 41 millennia of armed galaxyspanning conflict.
The shooting phase within a battle is where either side tries to destroy the other through ballistic
force and superiority. Entire squads are blown apart by powerful artillary, vehicles turned into
explosive wrecks by vast amonts of antivehicle weaponry and where lone officers are sniped from a
distance, shot in the head with little or no warning...
The shooting process is worked out as follows:
1: Check line of sight and pick a target. Pick a unit, check its LOS and choose a target.
All models in the unit that can 'see' a model, or part of a models base, can fire upon the
target. If they cannot see the same target they cannot shoot (unless under a specific order).
NOTE: Some enemy units may be under a certain order or have a special rule within a
certain piece of terrain where it would be impossible for the unit to 'see' them. This is
usually marked by laying the models on their side or by placing a marker next to them, or,
in some cases (such as Infiltrators) not having the models present on the tabletop at all
(until they are detected that is).
2: Issue an order, if any. If successful the orders effects are taken into account for the
remainder of the shooting phase (or whenever the order becomes active).
3: Check range. Measure the range from the base of the nearest model to the target. If it is
within range any model within the unit may fire (unless they can't see as above).
4: Roll to hit. Roll a D6 for each shot fired, compare the the result to the model's
corresponding BS and apply any modifiers.
5: Roll to wound. For each shot that hits roll to wound the target against the
Strength/Toughness chart using the weapon's strength and models toughness – again
applying any modifiers. This is done for sheer ease of use rather than having an exchange
between players and equates to the same action if reversed – besides if a shot doesn't
wound its target it simply doesn't matter if the target's armour stops the shot or not!
6: Take saving throws. For every wound scored an armour save can, potentially, be taken
to stop it. This remains the same as in 5th Ed. Cover may be used in a variety of ways (see
below):
7: Remove casualties. Remove any models that are reduced to 0 wounds. Make a note or
mark any models who have been wounded but still have wounds remaining.
DISALLOWED SHOOTING
A unit or character may face certain situations where they are unable to fire in their own shooting
phase. The most common are:
– Units that are engaged in close combat (assault).
– Units that choose to run.
– Units that cannot see a target.
– Units that are otherwise incapable of acting. This can be caused through collapsed morale,
becoming pinned down or some other special circumstance.
In addition certain weapons cannot be fired if they were moved or were subject to overheating in
their previous shootng phase, such as heavy weapons and plasma weapons.
ROLLING TO HIT
Roll a D6 for each shot fired and compare it to the models BS skill. After any modifiers are applied,
for cover, orders or any special rules, any score that equals or betters the number required hits the
target.
BALLISTIC SKILL TABLE
Firer's BS 1 2 3 4 5 6 7 8 9 10 2/x
x indicates
Score to Hit 6 5 4 3 2 2/6 2/5 2/4 2/3 2/2
reroll
TO WOUND CHART – Same as in 5th Ed.
SHOOTING ORDERS
These orders are given after the unit checks its line of sight and 'picks' a target/s.
OVERWATCH.
The unit takes up firing positions wherever it stops and prepares for the enemy to appear, ready to fire
without mercy should a target present itself.
If an enemy unit should move within the Overwatched units field of fire during its next movement
phase then the unit may fire upon them as normal once the move is complete. The unit is then free
to act as normal in its next turn. If no unit moves within its field of fire or else can't be targeted
(through LOS or any other event) then the Overwatch is wasted. Obviously the unit on Overwatch
forgoes its shooting during the controlling player's own turn.
A unit targeted by Overwatch must pass a Morale test if it had suffered any casualties or not. If no
casualties are suffered but the unit failed its Ld test – the unit must fall back to its original starting
position. Fearless units or those subjec to Rage ignore this addition.
PICK YOUR TARGETS.
The unit is ordered to take careful aim and fire at its chosen targets at a single or at multiple units,
splitting their fire to where it would be most effective. Such an order is typically executed when beset by
multiple enemies. If successful the unit may reduce the threat level of multiple tragets, if they fail they
may pay the consequences when a more astute order may have been more adviseable.
This order may be used in a variety of ways depending on the unit type it is given to:
The unit may decide to split its fire to multiple opponents. The unit may split its fire accordingly to
how the shooter wishes but may not choose wound allocation. This will enable a special or heavy
weapon to be aimed at different targets, subject to all the normal rules for shooting.
If given to a unit with Sniper weapons then the shooter may choose to allocate the wounds to
represent the highly accurate sniper fire. The snipers can single out any Independent Characters
within the unit. However if singled out the character receives a special additional 'save' of 4+. If
passed the target may allocate the wound to another member of his squad instead of the character
as a squad member intervenes (by luck or judgement) at the last instant. Rememeber: Squad
Leaders count as Independent Characters for their unit.
If targeting and killing a model with a Flame weapon with the 'Sniper' rule then the ammunition
ignites on a roll of 5 or 6 instead of the usual 6.
NOTE: Any squad leader's, special or heavy weapon 'specialists' singled out in this manner leave
their weapon behind and it is assumed another squad member assumes their role (unless the weaon
is destroyed).
CONCENTRATE FIRE!
The squad leader orders the unit to keep up its rate of fire against an enemy its already targeted,
increaseing their accuracy as they adjust their aim accordingly.
This order may only be given if the unit remains stationary and its target did not move more than 6'
in their prior movement phases. The unit is then able to adjust its aim, swiftly and efficiently. The
unit may reroll all failed rolls to hit.
COVERING FIRE!
The squad leader orders their unit to cover the advance of a friendly unit by fire shots towards an
enemy unit that might otherwise threaten their comrades in the hope the enemy will take sufficient
casualties or else be forced to keep their heads down.
All the normal shooting rules apply. If their target unit is behind cover and suffers any casualties
that unit will be at 1BS to hit in its next phase as it tries to avoid the incoming enemy fire unless
the unit that targeted it also receives a casualty in the shooting phase – breaking its discipline and
concentration for enough time so that the targeted unit may take proper aim.
If firing at a unit in the open the unit may reroll rolls to hit so long as the targeted unit remained
stationary in its movement phase.
If multiple units under the Covering fire order target the same unit this has no additional effect,
other than making it less likely for the targeted unit to be free of the negative BS modifier as stated
(unless all the units giving the same covering fire receive a casualty that is).
For Example: A unit of Guardsmen fire upon a unit of traitors in medium cover after successfully
receiving the covering fire order. They manage to kill 2 of the traitors – keeping the units heads
down and effectively reducing their BS to 2 in the following phase. However the Guardsmen take a
casualty of their own in the enemy's shooting phase by a unit other than the traitors. The traitors
may therefore fire at their normal BS of 3.
SUPPRESSING FIRE!
Often a unit behind cover may become so bogged down it may choose to maximise the saftey of its cover
whilst still trying to suppress an enemy's advance with waves of strafing blind fire.
This order may only be given if the unit is behind cover. The unit recieves a +1 cover save in the
enemy's following turn, as they keep the majority of their bodies behind cover but may still shoot
towards a target. If they do so they fire at an effective BS of 1 if the target is over half their weapons
range. If within half their range they fire at an effective BS of 2. Units may not Rapid Fire their
weapons or use any kind of Heavy weapon in the context of this Order (as they require to be within
certain positions to compensate for recoil etc). Assault weapons may be used as normal.
For purposes of line of sight the unit roughly knows where the target is by peering through exposed
pieces of cover or by simply giving a quick glance over or around the cover, or else by the use of
somekind of technological device.
GET DOWN!
The squad leader shouts at a nearby friendly unit, preparing their soldiers to fire at a target beyond the
friendly unit covering a clear line of sight if they feel they could gain an advantage or otherwise cause
more damage than the intervening friendly unit.
The unit may fire through a friendly enemy unit. The enemy unit they are targeting does not receive
its usual 4+ cover save, however the intervening friendly unit counts as 'going to ground' in
theirfollowing phase.
TARGET SPOTTED, RELAYING COORDINATES
The unit leader spots an enemy unit's position and decides to relay the information to the armies vehicle
and artilliary positions, making the aiming of such weapons vastly improved.
The squad leader may not shoot in the shooting phase (his squad members act as normal and may
target any unit they have LOS to). The squad leader's information is relayed to their friendly
artilliary or tank groups who have a large blast/ordnance weapon (although it could easily apply to
Imperial Gurad Mortar squads etc). All artillary/ordnance/large blasts that target the unit may re
roll their scatter dice to do so.
COVER
Infantry know that cover is their friend and every soldier will aim to exploit this in some fashion or
another, moving swiftly between pieces of cover as they advance and holding onto a decent firing
position within cover whenever they get the chance, covering their comrades as they advance towards
their objectives. Otherwise more demented or fearless troops will simply advance as quickly as possible,
relying on their speed and any cover they pass through will diminish their casualties until they can tear
the enemy apart in an all out assault.
For its part cover can reduce the visibility to the target, diminishing the chance to hit as well as
acting as a natural buffer against the weapon itself, reducing some of its effectivness should it
penetrate through the cover and hit the unfortunate target behind it. Some sturdier cover, such as
fortifications and bunkers, are proof even against the most powerful of heavy weapons and
ordnance, but no piece of cover can withstand repeated punishment and will eventally be reduced
so much as to proove ineffective at stopping even the weakest of shots.
Cover saves are taken BEFORE any armour saves are made. Cover effectively has a chance of
obscuring the target or else stopping the force of the shot, leaving the units behind relatively
unscathed. Should the shot pass through the cover and find its target then the target's armour is
usually enough to stop any serious injury from all but the most powerful of weapons.
In some instances not even a substantial piece of cover can stop the most powerful weaponry for
certain. It is a follish soldier indeed who thinks that the mere ruins of a building will protect him
from fusillades of prolonged antitank weaponry or the predations of enemy snipers.
If the AP of the weapon is lower than the cover save, then the save is reduced by 1. Sniping
weapons also reduce the cover save by 1. These effects aren't cumulative as the Sniper's aim for the
target is so precise that they will usually not attempt to shoot through the cover.
Cover saves may be modified by any number of rules, orders etc. These can never be increased to
more than 2+.
COVER TYPES & EFFECTS*
Cover Type Cover Sv*
Light 6+
Medium 4+
Heavy 3+
*Cover alters the chance to hit a target, to penetrate the cover in order to wound the target and how useful
the cover is once it is under prolonged attack. Cover saves are invulnerable.
COVER CLASSIFICATION
Light Razor Wire, High Grass, Fences, Hedges, Barrels, Thin walls (Corrugated Iron, Wooden,
Plaster)
Medium Trenches, Tank traps, Emplacments, Snadbags, Barricades, Woods, Craters, Logs,
Industrial pipes, Hill crests, Woods, Wreckage, Rubble, Rocks, Ruins, Walls, Wrecked
Vehicles etc
Heavy Bunkers and other Heavy Fortifications manmade or otherwise.
COVER MODIFIERS
Sometimes a shooter will have enough firepower to make a target's cover more or less ineffective.
● If the AP of the weapon firing is less than the cover save it has a chance to simply simply pass
through the cover, making it nigh on superfluous. The target's cover save is reduced by 1.
● All Template weapons ignore all but the heaviest of cover. Against units within heavy cover they
hit on a 4+.
ALLOCATING WOUNDS
Units who open fire upon the enemy are either highly disciplined, picking their targets and aiming for
the largest area so as to cause the most casualties, or are else unscrupulous, instead opting to fire in the
general direction with great speed of movement and innacuracy. Any Guardsman knows the best chance
to survive against an Ork is to let him shoot at you, as their penchent for extravagent movement and
expending as much ammunition as possible means they are often hitting the ground or the air and
nothing else in between!
If the target/s is considered to be in the open then attacker allocates the shooting wounds to the
unit distributing them evenly from the closest targets down until they run out.
If the target/s is deemed to be within cover then the defender allocates the wounds, spreading them
evenly throughout the unit starting with the models closest to the cover and working their way
around until all wounds are distributed.
NOTE: Squad specialists carrying special or heavy weaponry are often singled out by the enemy,
however the result is largely ineffective as any surviving squad member will, as of their own
initiative or under their Squad Leader's order, simply pick up the weapon/s and take their place
with most soldiers receiving adequate training to use them effectively. This is also the case with any
specialist weapons the squad leaders are carrying. These weapons will be picked up by a
determined or intelligent squad member – the better to avenge their fallen leader (or else simply
increase their own chance of survival). The only exceptions to this are Flame weapons (who may
explode) kinds of Tyranid bioweapon (who obviously can't use a weapon physically attached to
another creature) and models targeted by a highly well trained or ordered Sniper – who will aim to
take out the weapon before the soldier carrying it.
ADDITIONAL: Models picking up a Heavy weapon (or suitably large weapon) in such a fashion
may not fire and the squad cannot move in its movement phase until the weapon is recovered. If
the unit decides to leave the heavy weapon behind you may also choose to leave the model armed
with the heavy weapon on its side where it fell – another unit (or even the enemy) can reclaim the
Heavy weapon if players agree.
SQUAD LEADERS, INDEPENDENT CHARACTERS & WOUND ALLOCATION
Any model deemed to be an Independent Character receives wounds as above, evenly or otherwise.
If they are targeted by the 'Pick your Targets' order they get a special additional 4+ save whereby, if
successful, they can allocate the wound to another model within their unit. If failed they take the
wound and may then roll any cover, armour or invulnerable saves as normal.
TROOP REACTIONS & 'GOING TO GROUND'
Troop reactions represent instinctive and trained reactions to certain battlefield situations
that are not necessarily defined as 'Orders'.
Against any kind of shooting the targeted unit may 'Go to Ground' as normal. It may not physically
move but may be subject to other types of movement order (if behind cover etc). Any unit that
chooses to go to ground must pass a Ld test or lose 1 coolness point as the torrent of enemy fire
unnerves, disturbs or otherwise angers, the unit. Fearless units are, for the time being, not subject to
this roll. The following reactions apply:
INCOMING! DISPERSE!
The troops hear the unmistakeable sound of artilliary fire heading their way and prepare to be
targeted. Scrambling for cover and diving to the ground.
The unit targeted by any large blast/ordnance weapon may choose to go to ground as normal. If
they do so, and pass their Ld test for coolness, they retain coherency but may disperse by D3' in a
random directon. This may move some models out of the blast either way the unit counts as 'Going
to Ground'.
THERE'S TOO MANY OF THEM!
Sometimes a unit may be so overwhelmed by the sheer numbers of the enemy that they may lose all
hope of victory, instead opting the dangerous manoever of a slow withdarwal from combat whilst
waiting for reinforcements to arrive.
If a Unit passes a morale check in combat but is outnumbered 3:1 (rounded down) it slowly begins
to withdraw. The unit moves D3' backwards, essentially dragging the combat back. The unit then
receives 1 hit for every model in base contact at the strength/weaponry of the models in base
contact.
ARMOUR SAVES
Body armour is essential to survival upon any battlefield. To the common soldier, or alien, its armour is
often the only difference between life and death. Armour in the 41st Millennium varies considerably
from the humble suit of flak armour to the ceramite plated, fibre bundled, physiological enhancing suit
of power armour as worn by the Astartes, to the organic resin and chittin plates produced by the
Tyranid hive fleets.
All forms of body armour work by displacing the power of the projectile, whatever its form, thereby
absorbing and defelecting the force of the impact. If the armour is effective enough the shot fails to
penetrate the armour. Even the ceramite plates of power armour are supplemented by the fibre
bundles and rubber sealants required for effective combat movement, as well as its curved
construction, which disperses the full force of a standard projectile against the smooth ceramite.
All armour worn has an armour saving value (Sv) and may also add to certain charactertistics
which are shown in (brackets) after their base statistic. Some armour also has special rules or
abilities against certain kinds of weapon or weapon effect.
For example: Flak armour has a base save of 5 or 6 on a D6. Against Frag weapons with a blast
radius this is increased to 4, 5 or 6 – although this is still not enough protection to save the poor
Guardsman from most enemy artillery or direct hits from their basic weaponry. Such is a
Guardsman's duty!
To take an Armour save roll a D6 and compare it to the models Sv characteristic, If the score is
equal to or above the Sv value then the armour stops the round or blast from penetrating.
ARMOUR PIERCING WEAPONS
Most, if not all, weapons have an armour piercing (AP) value. This represents the weapons ability to
penetrate armour or any cover the target is taking, thereby making the weapon more lethal on the
battlefield.
All weapons have an AP value ranging from '' (which equates to no AP value) then from 6 down to
1 (the highest possible penetrating power). If the AP value is equal to, or less than, the Sv value of
the target the armour has no effect – the shot automatically penetrates and the target is wounded.
AP also affects the ability to penetrate vehicle armour as well as affecting the effectiveness of cover.
HIGH STRENGTH WEAPONS & ARMOUR
Even if a warrior's body armour is enough to stop a shot from penetrating and causing direct physical
damage, sometimes the sheer force of the shot or blast alone is enough to cause concussive injuries such
as shattered bones, ruptured internal organs or even brain damage.
To represent this any hit that is at double the models base toughness is enough to threaten injury
should a model survive through their armour save. The model must pass a toughness test or receive
a wound (a roll of 6 always fails).
For Example: A Chaos Space Marine Terminator (Sv 2+) is caught in a Battlecannon blast and
saves against the otherwise instantaneous death. He rolls a D6 and scores a 5, thereby receiving a
wound through the sheer power of the blast itself.
RANGED WEAPON UNIVERSAL SPECIAL RULES
The following amendments may be chosen by players should they so wish.
BOLT
Bolt weapons were initially utilised by the Astartes and were the foundation for the success of the Great
Crusade and the founding of the Imperium itself. Though all Bolt weapon technology follows the same
principles their size and loadout vary considerably. Of all Bolt weapons those wielded by the Space
Marines are the most fearsome, their noise, size, and sheer visceral destruction matched little by most
other infantry based ranged weapons encountered within the galaxy.
Bolt weapons are explosive penetrators that cause grievous, explosive wounds upon the enemy,
showering their comrades with bone, sinew, bodily organs and welterings of blood. Against targets
with a modified Toughness of 3 or less Bolt rounds are said to cause Instant Death unless the target
passes a Toughness test (unless the target be of a daemonic nature or similar).
Heavy Bolters are said to cause Instant Death to targets with a modified T4 of less, unless they can
pass a Toughness test.
Against vehicles Bolt weapons can be particularly leathal if they are fortunate enough to penetrate
the target's armour. The subsequent explosion can be enough to wound crew members and damage
sensitive or vital equipment. If a Bolt round manages to score a penetrating hit against a vehicle it
causes an automatic 'Crew Stunned' result the explosion itself is said not to be effective enough to
cause any major structural damage.
FLAME
There are many weapons within the 41st Millennium that make use of highly volatile incendiaries to
incinerate their foe languishing in cover or else running into the open. While the chemicals used may be
different they all have the same effect – the ability to set the target on fire continuously until the flames
are put out or the traget burns to death.
Any model hit but not killed by a Flame weapon will be ignited on a roll of 4+. The model will take
a Strength x AP wound at the Strength of the flame weapon fired.
Should a unit be subject to multiple flame attacks then any model that is hit twice or more will be
ignited on a 3+. Twin linked weapons always count as two flame weapons for this purpose.
In addition should any model wielding the Flame weapon be killed they will explode on a roll of 6.
Place the Blast template centred over the unfortunate model. Any model (friend or foe) under the
teplate will take a hit at the Strength and AP of the weapon carried, with a chance of being set on
fire as described above. The weapon is destroyed and cannot be reclaimed by the unit.
POISONED
Many races employ special poisoned rounds, blades coated in a variety of leathal toxins and venoms or
through some 'natural' organic process.
These weapons do not rely on the 'To Wound' Chart but instead give a fixed to wound roll against
all organic targets (they will have no effect against Eldar Wraithlords or Necrons for example). The
roll to wound will be indicated in the weapons profile.
SHURIKEN
The most common weapon type fielded by the enigmatic Eldar are their Shuriken weapon types which
are capable of unleashing hundreds of razorsharp monomelecular discs capable of slicing through
armour, flesh and bone with equal ease. Should but a few of the many blades strike at a target's flesh
they are easily capable of severing vital muscle strands, veins and arteries, rendering most opponents
dead or else unable to continue to fight.
Against targets that the shuriken weapon ignores armour Shuriken weapons may reroll all failed to
wound rolls.
SNIPER
These deadly, long ranged, and often high calibre, weapons can be aimed with pin point accuracy
enabling the targeting of specific weak or vulnerable points within the target. Sniper weapons often
employ different ammunition loadouts and can be modified to carry a variety of lethal ammunition.
All Sniper weapons add +1 to Hit, technically giving the model +1 BS. Any other special rules are
included within the individual Sniper weapons of the various units that utilise them. Some sniper
weapons may be posionous, others yet may cause Instant Death.
TWINLINKED
Many forces see the potential in linking similar weapon systems into a single, lethal combination,
effectively doubling the original weapons capabaility on the battlefield. The more shots the weapon fires
the greater the chances of hitting and destroying the target.
Twin linked weapons enable the weapons to reroll rolls to hit.
DIMINISHED POWER
Most weapons have a conclusive effective range of fire where their killing power is absolute, anything
beyond that and they are more or less ineffective. Most Infantry know this and decide not to fire until in
effective range. Some weapons, however, can continue beyond their most effective range, not being
affected by wind or another outside agent, and still be capable of causing injury, albeit at significantly
less damage. The most common type of weapons with a diminished range are usually laser powered,
although there are some exceptions.
On a Diminished Power's weapon profile any distance between the first number and the last number
counts as being diminished. The diminshed weapons profile is then reduced by half its strength and
is treated as AP .
Sometimes vehicles with such weaponry will explode with the explosion diminishing as the debris
and ammunition blast spreads out. In this case any model (vehicle or Infantry) within 2' of the
vehicle takes a Strength and AP hit equal to the tanks type and armament. Anything outside of the
initial 2' radius suffers a Strength 4 AP – hit as normal (see the Vehicles rule for more details).
MELTA
Melta weapons work by creating a concentrated submolecular projectile similar to the effects of
microwave radiation, super heating the molecules of the target from the inside out. They are
devastating to vehicles and melt bulkheads and plasteel with ease. The horrendous effects on a live
target are no less spectatcular as they boil instantaneoulsly leaving nought but a steaming pile of
stinking ash in their wake.
Melta weapons roll an additional D6 for armour penetration and are subject to the Diminishing
Power rule. Against vehicles the diminished power adds only an extra D3 to armour penetration.
RENDING
Often a ranged weapon will have the capacity to unleash a concentrated volley of shots of such a high
rate of fire that they will tear through a vehicles armour, simply by stripping away layers of protection
at a time, weakening it for any subsequent attacks.
Against Infantry Rending weapons work the same as in 5th Ed. Against vehicles the following change
may be applied:
Rending weapons effectively reduce the AV needed to penetrate by 1 for every natural to penetrate
score of 6 they make. These results are cumulative.
Example: an Assault Cannon fires 4 times at the front armour of a Rhino and scores 3 hits. Two of
these are 6's for penetration meaning that the AV of the vehicle is effectivly reduced by 2 – making
the AV 9. A 4(10),6(12),6(12) has been rolled meaning the Assault Cannon scores 3 penetrating
hits.
RAPID FIRE
Many weapons in the 41st Millennium are capable of unleashing devastating salvoes of ammunition. It
is highly unusual for a race not to have developed such weaponry, no matter how far apart they are in
physiology, background or creed.
Infantry Rapid Fire weapons remain the same as in 5th Ed. Heavy Weapons or Assault Weapons may
have a Rapid Fire rule next to their Heavy x – Assault x entry. Typically their rapidfiring capability
is represented by the numbers after their designation. Such weapons may be subject to Rapid Fire
as well. Any weapon with rapidfire after its original designation may double it's number of shots if
it remained stationary and its target is within half its weapons range.
Models with Relentless or Slow and Purposeful may always Rapid Fire their weapons after moving,
providing their target is within heal the weapons maximum range.
For Example: A Heavy Bolter normally fires 3 shots as it's Heavy 3. If the target is within 18' the
Heavy Bolter now fires 6 shots!
THE ASSAULT PHASE
The Assault Phase and its constituent rules remain the same as in 5th Ed with the following
additions:
THE ASSAULT TABLE
TO HIT CHART (Assault)
Opponent's Weapon Skill
A 1 2 3 4 5 6 7 8 9 10
T 1 4+ 5+ 5+ 5+ 6+ 6+ 6+2 6+3 6+4 6+5
T 2 3+ 4+ 4+ 4+ 5+ 5+ 6+ 6+2 6+3 6+4
A
3 3+ 3+ 4+ 4+ 4+ 5+ 5+ 6+ 6+2 6+3
C
4 2+ 3+ 3+ 4+ 4+ 4+ 5+ 5+ 6+ 6+2
K
E 5 2+ 2+ 3+ 3+ 4+ 4+ 4+ 5+ 5+ 6+
R 6 2+ 2+ 2+ 3+ 3+ 4+ 4+ 4+ 5+ 5+
S 7 2+ 2+ 2+ 2+ 3+ 3+ 4+ 4+ 4+ 5+
8 2+ 2+ 3+ 3+ 2+ 3+ 3+ 4+ 4+ 4+
W
9 2+ 2+ 2+ 2+ 3+ 2+ 3+ 3+ 4+ 4+
S
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 3+ 4+
FUMBLES & CRITICAL HITS
The fastpaced nature and brutal chaos of close quarter fighting can often even leave the most skilled of
fighters exposed to swift counter attacks should they over extend themelves or else concentrate too much
of there prodigious abilities against a single target, or even be held back by an unnoticed opponent.
Equally fighters may strike though sheer skill, luck or brute force at an exposed or vulnerable area of
their opponent, potentially causing
FUMBLES
Any model that rolls a 1 to hit fumbles their attack. They take an automatic Strength hit equal to
that of the model in base contact, all rules for weapons still apply. If multiple opponents are in base
contact then models with the highest Initiative take precedent. If they have the same Initiative and
Strength then resort to the most numerous type. If both number, Strength and Initiative values
should be equal then roll all dice together. Strength is calcuated on the models unmodified strength
for choice purposes.
CRITICAL HITS
For any natural 6 to hit the model may reroll failed to wound rolls or may reroll any additional
dice needed to hit. If targeting a model who previously fumbled they may reduce their score needed
to hit by 1 (6,6 becomes 6,5 etc).
NOTE: It is useful for players to differentiate models in combat with different coloured dice, should
they be at different characteristic values, carry different weapons etc. This was rolls to hit, wound
and any fumbles and critical hits can be more easily determined.
OUTNUMBERED
Should a model be surrounded, by having its base covered by enemy models, then it's opponents
may reroll failed to hit rolls. In the case of rerolling for models that require more than a 6 to hit
the original result, if it were a 6, still stands so models may reroll the additional dice to hit.
ASSULTING UNITS UNDER 'COVERING FIRE'
Units under covering fire in the shooting phase who are then assaulted are at Initiative 1 and may
not receive any bonuses from Defensive grenades.
ASSAULT ORDERS
DEFENSIVE POSITIONS
The unit is ordered to prepare for the assault, withdrawing any hand to hand weapons and preparing
to throw any defensive grenades as the enemy hurl themselves towards them.
The unit gains +1 I for the following combat subject to the normal rules. Additional squad members
may pile in up to 6' to make up the defenders numbers just like the counterattack rule, however
they receive no other bonus.
This order may not be combined with Overwatch.
CHARGE!
The unit leader gives the order to charge and the unit hurls itself at the enemy prepeared to cut their
opponent to pieces, or otherwise smash them assunder. Occassionaly a charge may fail, either the quad
leader has misjudged the distance and reaction time of the target or the opponent may be so fearsome
that it takes all their leadership qualities to convince the unit to engage such a horryfying or
overwhelming prospect.
As in 5th Ed. units may move up to 6 inches in the Assault phase to initiate a charge. If successfully
in base contact with the enemy at the end of the move all models in the unit receive +1 A. No order
roll is necessary unless the unit they are charging causes Fear or Terror or outnumbers the unit by
3:1 (Fearless units may always charage). If a unit fails the order it will instead astutly fall back 1D6
inches, firing any pistols or assault weapons should they be able to do so.
WIPE THEM OUT!
The squad leader senses the enemy faultering and sees this as the perfect opportunity to extinguish the
enemy threat once and for all.
The unit may reroll the dice for its sweeping advance.
VEHICLES
VEHICLES & MOVEMENT
Same as in 5th Ed.
VEHICLE ARMOUR VALUES & PENETRATION
The many vehicles within the 41st Millennium, be they xeno, deamonic or human in origin, rely on their
formidable armour to withstand the majority of enemy fire. They are at greatest threat to weapons
specialy designed to penetrate the thickest and most dense of materials, or even the energy fields that
some more exotic vehicles employ. All competent tank commanders know that the greatest threat,
however, still remains enemy infantry who can, without friendly infantry support, exploit the weakest
parts of their vehicle with well placed grenades or other explosive devices.
All Vehicles have an Armour Value (AV) rating, usually ranging from 1014, or, in some rare
instances, higher or lower (though these are through temporary wargear options, special rules or
prior damage).
Structure Points
Not only is the armour itself essential for the vehicles survivability but also its construction. A poorly
built vehicle is more likely to suffer catastrophic damage sooner than a poorly built and maintained
one, no matter the thickness or quality of armour. All vehicles have a number of Structure Points which
represent their ability to withstand damage. The more structure ponits a vehicle has the longer it can
remain a battlefield threat, albeit operating at a diminished capacity.
For each structure point lost reduce the vehicles overall AV by 1 and movement by 2'
Once all structure points are lost a vehicle becomes Wrecked and is left on the table but is unable to
perform any further part in the battle. If the crew pass/passengers pass a Morale Check they may
disembark as per the disembarkation rules (provided players have models to represent them). They
then count as a single unit and may never receive orders.
For now a general rule for structure points is as follows:
Light Vehicles: Vehicles with a combined AV of 30 or below = 1 SP
Moderate Vehicles: Vehicles with a combined AV of 3135 = 2 SP
Heavy Vehicles: Vehicles with a combines AV of 36+ = 3 SP
NOTE: For now I think player's are best off using the above as a guidline and adjusting accordingly.
I'd advise against using any Super Heavy vehicles at this stage – although they'd naturally receive
more structure points. I have felt the need for Structure Points has arisen due to adjusting the
wargear to more of my tastes (generally as is – but MORE!). I feel that the 'several lives' provided by
structure points is offset by the enhanced damage and effects of some weaponry as well as reducing
the AV of the vehicle as it recieves more structural damage during the battle.
Armour Penetration
The higher the AP of a weapon the greater the chance of it penetrating the vehicles armour.
Likewise the greater the velocity or energy (strength) of the weapon the higher the likelyhood is
that it will force its way through, damaging or exploding upon or within the vehicle it fires upon.
When firing at a vehicle roll to hit as normal. If hit roll a D6 and add the Strength of the weapon
fired with any modifiers for the weapons ability (melta, lance, blast etc). The following AP
modifiers also apply:
AP of Weapon 1 2 3 4 5 6
Modifier +2 +1 1 2 3
A weapon with an AP of '' cannot penetrate a vehicles armour. However a sniper may still be able to
target an exposed crew member or weakened hull through the 'Pick your targets' order or some
other special rule.
● If the total is less than the AV value, the shot has no effect.
● If the total is equal to the AV, the shot causes a Glancing Hit.
● If the total is greater than the AV, the causes a Penetrating Hit.
Example: A plasma gun fires at the side of a Chimera (AV10). It rolls D6+7(8) to penetrate it's side
armour of 10 and rolls a '3' for a total of 11. It scores a penetrating hit and rolls on the damage table.
Ordnance Weapons and Armour Penetration
Ordnance Weapons (including barrage weapons) hit their targets with catastrophic force. The noise
alone is enough to send a trained soldier diving for cover, or if hit within a vehicle, hulking down as the
concussive blast reverberates through every part of the vehicles hull.
Ordnance Weapons roll as normal for armour penetration. Against moderate and light vehicles if
the pentration roll fails the crew and any passengers inside take a S2 hit at AP as their bodies and
internal organs are shaken by the force of the blast. The vehicle must pass a morale check based on
the Ld of the crew, or be counted as 'Crew Stunned' in their next turn. In the case of automated,
possessed or spirit driven vehicles, the concussive blast has no effect. Ordnance weapons fired by
artilliary that hit open topped vehicles have no need to roll to hit exposed crew and passenegers
and are at +1 to wound as the blast is concentrated within the confined space.
Example: A Rhino takes a direct hit from a Battle Cannon. Through some miracle the round fails to
penetrate or even disturb the vehicles armour. Even so all the Crew and any passengers on board
take a S2 hit at AP and must take a morale check at Ld 8 or be unable to do anything in their next
turn.
Template and Blast weapons against vehicles
Blast weapons (including ordnance) which are fired upon a vehicle roll for scatter as normal. If a
part of the vehicle is directly under the centre whole they take the full force of the weapon at it's
normal strength. If the vehicle is only covered by the actual blast the hit is resolved at half the
weapon's strength (rounded down). Large Blast weapons which cover open topped vehicles roll to
hit all passengers and crew on a 4+ but add +1 to wound as the effect of the blast is enhanced
within the confined space. Normal blast markers may only damage small numbers of passengers
and crew as their area of effect is less and so hit on a 5+.
Template Weapons against Vehicles
Most template weapons are primarily antiinfantry weapons and are not designed for an antivehicle
role. However they can still cause damage to the crew or passengers within if they have suffered
previous damage, are open topped, or else have left their entry points exposed by a well placed grenade
or melta bomb.
Template weapons are simply not strong enough to pierce or penetrate a vehicles armour, although
they are capable of incinerating or poisoning crew or passengers should the vehicle be suitably
damaged or else open topped. If the vehicle has suffered a penetrating hit on either its armour
facings (make a note of which on the army roster) then template weapons can be brought into
effect. If the majority of the template lies over the penetrated vehicles side then all crew and
passengers take automatic hits at +1 to wound with any other recurring damage as normal. If firing
against open topped vehicles template weapons may be employed but hit those touched by the
template on a 4+ (unless firing from higher ground) as the hull deflects the weapon's effect.
Weapon Abilities against vehicles
Though these are presented within the Wargear document and relevent Army Index's they are also
presented below for ease of reference.
Weapon Effect Result
Blast Armour penetration at full strength if centre hole hits target. If not at half strength
Lance Reduce vehicles AV by 2 (+2 AP)
Melta Adds +D6 armour penetration if at half range or less.
Plasma (Blast) Armour penetration at normal strength if touched by blast template
Rending Adds 1 to penetration for every natural penetration roll of 6. Cumulative
Template Only affects prepenetrated armour or opentopped vehicles. See Template rules...
VEHICLE DAMAGE TABLE and MODIFIERS
D6 Result
1 CrewShaken Ranged Modifiers:
3 Crew MemberKilled (randomly determine on D3) AP 1 +2
4 Damaged: 13 Weapon Destroyed, 46 Immobilised AP 2 +1
5 Hull Damaged Structure Point lost AP 3
6 Hull Damaged as above, Chain Reaction – Roll Again. AP 4 1
AP 5 2
Catastrophic Damage AP 6 3
Sometimes a vehicle will suffer damage so severe, or take damage to a
vital and volatile area such as an engine bay or ammunition store, it will Vehicle is opentopped +1
explode spectacularly, killing all crew instantaneously and causing
grievous wounds to any poor unfortunate infantry or other vehicles
nearby.
Should a vehicle lose over its remaining structure points in a single shooting phase it will explode.
The larger the vehicle, the larger the blast. Battletanks and heavy support vehicles such as artillary
also create more damage as their ammunition adds to he power of the explosion. Use the tables
below to determine blast radius and strength.
Vehicle Type Blast Radius (inches)
Battletank D6 + starting SP
Transport D6
Walker D3
Heavy Walker D6
Example: If a standard Leman Russ explodes it will cause a blast radius of D6 + 3 at a Strength of
8 and AP of 3 to any model within 2 inches, any model within the other potential 7 inches will
receive a Strength 4 AP – hit.
VEHICLES IN COMBAT
Infantry pose a great threat to vehicles as they can get into positions whee they can expose any
weaknesses inherent in the vehicles design, targeting tracks, exposed engines or the more
vulnerable entry and exit points on transport vehicles. Infantry can also carry various highly
damaging assault weapons which are specifically designed to cut through a vehicles hull.
All the Rules for assaulting Vehicles are given within the assault section, however the basics have
been copied below for confirmation:
● A unit must pass a Morale check to assault a vehicle moving at combat or cruising speed or
further in the previous turn. If failed the unit may still assault but all models must take an I
test (equal to their I or less on a D6 – 6 always fails) or suffer a Strength hit equal to the SP
of the vehicle +2 if moving at combat speed & +4 if moving at cruising speed.
● A unit typically rolls 1 attack each, usually with a grenade, unless they are armed with a
specialised close combat weapon such as a power weapon, powerfist etc in which case they
attack as normal.
● If immobilised or stationary all hits are Automatic. If using close combat weapons they hit
with full number of attacks.
● If moving at combat speed in the previous turn a 4+ is needed to hit. If using close combat
weapons they hit with no more than two attacks.
● If moving at cruising speed in the previous turn a 6+ is needed to hit. If using close combat
weapons they only reciee a single attack.
Close Combat Weapons and Vehicles
Some close combat weapons can cause severe damage to a vehicles armour and structure if used
correctly. Others are designed to breach armour and can teat through heavily armoured infantry
and vehicles with ease. If attacked by such a weapon in an assault the user rolls their full
compliment of attacks (unless stated above) and rolls a D6 and adds their strength for penetration
as usual. Use the following table to add any modifiers:
Weapon Type Effect
Power/Force Weapon Counts as AP1/Adds D3 if used as a psychic power
Powerfist Doubles users modified strength (up to 10), counts as AP1
Chainfist As powerfist +D6
Weapon causes Rending Any roll of 6 to penetrate adds 1 to penetration rolls. Cumulative
VEHICLE WEAPON RULES
The following is a list of Rules that apply to Vehicles only. Their use will be clearly indicated within
the army list entry.
SPONSONS
Most Battle Tanks are equiped with some kind of sponson mountings on their flanks, to increase
firepower and add additional protection to its otherwise vulnerable flanks. Sponsons usually are crewed
by experienced gunmen or are else operated by machine systems, or even by spiritual or daemonic
essence.
Sponsons do not have to fire at the same target selected by the turret. They may, instead, engage
any other enemy unit within its field of fire, effectively splitting the tanks fire to engage multiple
targets.
All other rules for vehicles are the same as in 5th Ed.
UNIVERSAL SPECIAL RULES
Most Universal Special Rules remain the same as in 5th Ed. The following additions have been made
and other preexisting rules altered...
FEAR
Some enemies have such a ferocious appearance or reputation that they spread dread though their
enemy, others, like the Hive Mind, act upon the enemies psychic signature, no matter how small, and
shake the core of their enemies psychic wellbeing attacking their minds before any
Should a unit fail a morale test against a Fear causing enemy its coolness is reduced by 2 instead on
1. If not using coolness players may agree that all morale tests against Fear causing units are taken
at 1Ld. Fear causing units are immune to Fear.
INFILTRATE
Units with Infiltrate deploy last as normal. However they may NOT be targeted by enemy units until
they move or fire their weapons – to represent the units ability to conceal itself until the time is
right to strike. If LOS can be drawn to them it doesn't matter as they are said to be lying prone or
are otherwise concealed within the terrain piece. Any unit passing, or near to, an Infiltrated unit
may roll to 'spot' the Infiltarted unit rolling a D6 and adding its Initiative in order to do so. Bikes,
Jetbikes and vehicles moving 12' or more are not able to spot the Infiltrated unit as they are moving
too quickly to make such an observation.
TERROR
Such is the appearance of many of the horrors of the 41st Millennium that they exude an unnatural and
terryfying appearance, spreading dread and physical destruction whereever they tread.
Units that cause Terror are Fearless. In addition should a unit lose a Morale check against a Terror
causing opponent it will lose 2 coolness points. If coolness is not being used players may agree that
any morale check against a terror caqusing opponent is at 2Ld.
POWER OF THE MACHINE SPIRIT
Sometimes a vehicle of the Imperium will have a very potent and powerful machine spirit within it.
Many experienced vehicle crew of the Imperium are supersticious about such things and often have their
vehicles blessed by their attached techadepts. It is not unknown for tanks to survive agianst
insurmountable odds or serious damage, saving many lives in the process.
The vehicle may reroll all damage results for the turns during and after this rule is activated. May
only be used once per game and activated at the start of ANY player's turn. These damage results
themselves may not be rerolled unless they are from a Legendary vehicle (vehicles with a
Willpower characteristic).
NOTE: Players may, for now, decide which of their units cause Fear and Terror based on their
judgement, if an agreement can be reached by both players.
AUTHOR'S FINAL NOTE: I think that's it for now...thanks for looking. Obviously certain weapon
types may change to add detail – something has to be done about those chainswords and I cannot
resist (although technically/fluff wise incorrect) that Lascannon's 'Godhammer' rule...although I
may have left some fundamental errors (indeed some people may regard this document as a
fundamental error)...In addition I am also of thinking of advancing the 40K timeline significantly
for the Armis themselves.