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WARHAMMER 40K: GOTHIC

Introduction and Core Game Rules

Contents

Introduction Game Rules Part 1 - The Basics Part 2 - Starting the Game Part 3 - The Turn Part 4 - Consolidation Part 5 - Movement Part 6 - Shooting Part 7 - Close Combat Part 8 Damage and Armour Part 9 Vehicles and Monstrous Creatures Part 10 - Psychic Powers Part 11 - Terrain Part 12 - Scenarios Weapon Rules References

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INTRODUCTION
40k Gothic is a home-brewed variant of the game Warhammer 40,000, with a modified background and ruleset intended to make the setting more consistent in terms of design and theme, as well as put more flexibility into the process of army building, putting all the different armies on semi-equal footing rather than having wildly varying styles of army book for different armies depending on how recently their Codex was released and how well their models sell. Note that the mention of armies being on equal footing above refers to conceptual style and focus, not to game balance. Actual competitive game balance is such an elusive goal that I make no claims that two equally skilled players will find any army an equally effective weapon using these rules. I have simply used my best judgment to assign approximate points values to the various options. The idea is to play around with them and tweak them as you go along. Rules-wise the game is intended to be a hybrid of the second and later editions of 40k, taking the best aspects of those systems and boiling them down to the core. The army lists were written to be extremely flexible, allowing for the easy creation of mixed armies as well as highly specialised and focused army types. Essentially, you could call it a remix or alternative interpretation. As it is, it is intended to be a stand-alone and totally self-contained game system, with everything needed to play (other than models, dice etc.) found in these pages. Part one contains the rules themselves, for gameplay, weapons and army list construction, and parts two and three contain the various army lists. Although the rules should be comprehensive, a certain basic understanding of how Games Workshop games normally work is assumed. A player who is used to the regular 40k universe will probably protest at the many aspects of the 40k background that have been changed or removed that are apparent from the army lists. This is understandable, but the purpose of this ruleset has not been to replicate the official 40k in detail, but rather to reinvent parts of it and give it a more unified feel. With regards to force organisation, the modern distinction between elite, troop and fast attack choices has been removed, as restricting armies along these lines seemed to make little sense. Instead these rules have gone back to an earlier force construction paradigm, in which there is essentially characters, units and artillery in a broad sense. It is a convention in Games Workshop games that you dont get to make armies of all characters or all artillery, so the core of each army is still required to be made up of some form of infantry units, but whether these units are regular grunts, elite troopers or bikes is entirely up to the player. All in all, 40k Gothic is primarily intended to be a casual gaming playground, where players can build the kind of armies that seems like they fit in with the feel and style of 40k, but aren't feasible in the official rules.

THE GAME RULES


1 - The Basics The first thing a player needs to know about the game is that 40k Gothic isn't primarily a game - it is primarily a modelling and painting hobby, and the game is just one aspect of that hobby. The army lists exist in order to provide a structured framework within which to build and paint model armies for those who wish it, and the game rules exist in order to allow you to play simulated battles of what it might be like if two forces constructed using the army lists were to fictionally clash as part of a story. As such, playing 40k Gothic as a competitive game with a tournament mind-set, as opposed to a casual and creative mind-set, is not recommended, as the experience is not likely to be as enjoyable when approached from a competitive viewpoint. The rules exist for the miniature's sake, not the other way round. With that in mind, here are the suggested game rules that allow you to stage fictional battles and determine who emerges victorious in the end. As the game is not primarily competitive, players are encouraged to discuss the rules and change any aspect of them to suit their tastes. Model Stats Although model stats will only be explained as you gradually read through the rules, it will be helpful to be aware how models are defined in the rules while you are reading for the purpose of cross referencing. Infantry and monsters have the following stats: Movement, Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Initiative, Attacks and Leadership. Furthermore, vehicles replace their Toughness and Wounds with Armour Values. Shooting weapons have only two stats, Range and Strength. Here are a few examples of stat profiles found in the game. M WS BS 4 3 4 WS BS 4 S S 3 T 3 W 1 I 4 I A 1 A Ld 8 Ld 8

Battle Sister

Predator Boltgun

AV 12/11/10

Range: 24

Strength: 4

2 - Starting the Game A standard game is assumed to take place between two players, each commanding an army of equal size. As such, before starting the game, each player needs to select a legal army up to the agreed points cost of the battle (see the Army List Construction section for more details). Once the armies are ready, the players need to set up a battlefield to fight over, placing terrain pieces on the game board in any mutually agreeable fashion. A game board should be at least 4' x 4' in size, but can be as large as you wish. Once the table is set, players need to deploy their armies. Players can either take turns placing one unit or model on the board or they can set up their entire armies one after the other, either agreeing or rolling a dice in either case to determine who goes first. Normally armies are set up within either 8" or 12" of two opposing table edges, depending on the size of the armies. At this stage of the game, the deployment may be affected by special rules of the models being used, such as Infiltration and the Deep Strike ability (see below). See the army list entries for more details, and see the Scenarios section at the end of the rules for suggestions on alternate ways to play the game. Deep Strike Deep Strike is a special rule that allows certain units to enter the game in an unusual way. Units that have this ability will have it indicated as part of their army list entry. When deploying an army with units with this ability, you may choose to declare that the relevant units are being held in reserve and will deploy using deep strike. You may choose to deploy any of these units normally instead of using deep strike. Models and units being held in reserve are not set up at the start of the game. Instead, you may try to deploy them at the start of your Consolidation phase (see below) in any turn after turn one. When wishing to deploy them, make a Ld test for the unit. If the test is failed, the unit may not be deployed, but may try again in a future turn. Furthermore, if either a 2 or a 12 is rolled for this test, the model or unit suffers D3 wounds with no saves allowed.

If the Ld test is passed, you may place any model from the unit anywhere on the table, as long as it is at least 12" away from any other model. After placing the model, roll a D6 and move it that many inches in a random direction. Once the model is placed, you may deploy the rest of the unit in coherency, but no closer to any enemy model than the originally placed model. Independent models are deployed in the same way, just without the unit coherency issue. Once the model or unit is placed, it may not move, use psychic powers or attack for the remainder of the turn, but otherwise functions normally. If the initial model ends up being placed off the table area or on a piece of impassable terrain, all models in the unit are considered lost and destroyed. If there is no room to place extra unit members in coherency with the initial model, those extra unit members are likewise destroyed.

3 - The Turn Once the tables and armies have been set up, determine which player will go first and start taking game turns. Each player takes their turn one after the other, and the game lasts until the players choose to end it - normally one player will surrender when it becomes clear that one side has gained enough of an advantage to be certain of final victory if you played till one side has been completely wiped out. The turn is organised into the following segments, resolved one after the other. 1. The Consolidation Phase 2. The Movement Phase 3. The Shooting Phase 4. The Close Combat Phase Once all of these phases have been resolved, the next player begins their turn in the same way. 4 - Consolidation The Consolidation phase is the first phase of the turn. It is broken down into a number of steps in which various game effects occur. (1) Upkeep: Any effects that last until the beginning of that turn expire. (2) Special Abilities: The player whose turn it is activates any special abilities of any of his models that are used during the Consolidation phase. (3) Psychic Powers: The player whose turn it is activates any psychic powers of any of his models that are used during the Consolidation phase (4) Morale: The player whose turn it is must check if any of their units need to take break tests, either due to casualties or enemy special abilities. Break Tests When a unit has been reduced to 75% or less of its starting number of models, the unit must take a break test in their controllers Consolidation phase each turn. Make a Leadership test for the unit by rolling 2D6 and comparing the result to the unit's Ld value, using the highest value among models in the unit. If the dice result is equal to or less than the unit's Ld score, the test is passed and nothing happens. If the dice roll higher than the units Ld score, the unit has failed its break test and is considered to be broken until the beginning of their controllers next turn. Place a token next to the unit as a reminder. An unengaged broken unit may choose to take an additional Ld test during your Movement phase with a -2 Ld modifier. If the test is failed or if you elect not to take the test, the unit must spend their Movement phase advancing their full M stat in inches either directly away from the closest enemy model or towards their starting table edge, only manoeuvring to get around terrain and other models. If the test is passed, the unit may move normally, except that the unit may not end this movement closer to any enemy model than it was at the beginning of the Movement phase. Broken units that are engaged in close combat at the beginning of the Movement phase never move. Barring any special rules, broken models cannot shoot in the Shooting phase. If engaged, the unit may attack in the Close Combat phase, but it always strikes last and all rolls to hit are made with a -1 modifier. Any attacks (both shooting and close combat) made against a broken unit gain +1 to hit and +1 to wound.

Once a unit has failed a break test, it remains broken until the beginning of your next turn. Units with less than 75% of their starting number of models remaining must continue to take break tests in the Consolidation phase for the remainder of the game. If a unit fails a break test while engaged in close combat with an enemy unit that has at least twice as many remaining models as the breaking unit, the breaking unit is immediately destroyed, including any characters joined to that unit. Independent characters do not take casualties and therefore do not take break tests on their own. Characters only break if the unit they have joined breaks, and will follow the rules of that unit with regards to being broken. If the character leaves the unit, they automatically recover from being broken in your next Consolidation phase. If an armys Force Commander is killed or removed from play, every model and unit in the army has to take a break test in their next Consolidation phase and suffer the penalties described above for any failed tests. In any subsequent turns, the army reverts back to only taking break tests for casualties as normal. Unit Standards Certain units have the option of including a unit standard. If a unit contains a Standard Bearer, it gains +1 Ld for the purposes of any break tests it has to take. This +1 also applies if the unit is led by a character with a higher base Ld and is using their Ld. For example, if the unit is Ld 8 as a base, and is led by a Ld 9 character, it would take its break tests with an effective Ld of 10, since it would use the characters Ld of 9 and add one from the standard. If a unit that is Fearless (and thus never breaks) has a standard, the standard instead causes enemy units in base contact with the unit to suffer a -1 Ld penalty for the purposes of taking their break tests. This applies to both units that start Fearless, and to ones that gain Fearless through an in-game effect.

5 - Movement Although it is possible to move at other times through special abilities, models perform their normal movement during the Movement phase. When a model or unit starts moving, the player must declare what kind of movement the unit is intending to perform. There are three different kinds of movement, and the type dictates how far the model may move, whether t may shoot in the Shooting phase, and whether it gets bonus attacks in the Close Combat phase. Charge - To charge, a model or unit must have an enemy model or unit in LOS, and must finish their movement closer to an enemy model or unit in LOS than they were before they moved. A charging model may move twice its Movement characteristic in inches. If a charging model ends its movement in base contact with an enemy model which was in its LOS before it started moving, it is considered to have charged into combat and each model gains +1 Attacks and +1 Initiative during the Close Combat phase that turn. Models that charge cannot shoot or use psychic powers in the Shooting phase that turn. Advance - A model or unit that chooses to advance may move its Movement characteristic in inches, and may fire its ranged weapons during the Shooting phase if it is not in base contact with an enemy model. The model may choose to not move at all, as some weapons have special rules related to whether the firing model moves that turn or not. If an advancing model moves into base contact with an enemy model it had LOS to before moving, the move counts as a charge rather than an advance as described above. Run - Running is very similar to charging, except it can be done in any direction and without enemy models in LOS. Models that run may move twice their Movement characteristic in inches and cannot shoot or use psychic powers during the Shooting phase that turn. If a model runs into base contact with an enemy model it did not have LOS to before it started moving, it enters close combat but does not gain the bonus for charging. If the model had LOS to the enemy model before moving, the move is by default a charge rather than a run as described above, and the model will get the charge bonus. Moving when in engaged in Close Combat A model that is already engaged in close combat with an enemy model at the beginning of their Movement phase may move to reposition itself in such a way that it is still in base contact with at least as many enemy models as it was at the beginning of the phase, and is still in base contact with the same enemy models it was at the beginning of the phase. This does not count as normal movement. A unit may only move out of a close combat in progress if not all members of the unit are in base contact with an enemy model. If a unit wishes to move out of close combat, it must first pass a Ld test. If it fails, it must stay and fight, if it

passes, it may move out of combat. Before moving, all models in the unit currently in base contact with an enemy model are removed as casualties, then the remainder of the unit may make a normal advance move. It is not possible to charge or run out of close combat. Independent models may never move out of close combat unless otherwise specified in their special rules. Unit Coherency and Characters When a unit is moves, all models must remain within a coherency distance of 2 of one another. If a model is more than its coherency distance away from the rest of its unit at the end of your Movement phase for whatever reason, remove that model from play. Feel free to measure the distance between models as you are moving them. If an independent character is within 2 of any member of a unit, that character is considered to have joined the unit. Independent characters who are accompanied by Followers (see the relevant army lists) are considered to form a unit with their Followers, but may also join other units. In this case, a character, their Followers and a unit they have joined are all considered to be one big unit. Note that this only possible in the case of Followers, no other unit types may merge together during the game in this fashion. A character can only join one unit at a time, so if a character is within 2" of two or more units, you must choose which unit they join at the end of the Movement phase. However, a unit may be joined by more than one character. When a unit is joined by a single independent character, that character is considered to lead the unit. A character that leads a unit imparts any bonuses it provides to units it leads to that unit. The unit may use the Ld value of the character that leads it for any Ld test the unit or any model in the unit is required to take, including break tests. If more than one character has joined a unit, the one with the highest Ld is considered to lead the unit. If more than one character has the highest Ld, the player chooses which character is the leader. A unit can never be led by more than one character. When a character provides a bonus to a unit it leads, that bonus is only applied to models that were originally part of the unit, not to any characters that have joined it or the leader himself, unless otherwise specified. However, if any negative effects affect the entire unit, it will affect any joined characters as well. When a unit breaks while joined by one or more characters, the joined characters are automatically broken as well following the normal rules. However, the character may disengage from the unit in the following turn and once no longer joined to the unit, will not have to take break tests in following turns. While an independent character has joined a unit, it may not be targeted independently by shooting attacks or ranged psychic attacks. See the Shooting rules below for how to handle shooting at a unit that contains one or more characters. Joining Restrictions Although any friendly character may join a unit, only characters from the same army list as that unit may lead a unit. For example, a Marine army may contain units of Imperial Conscripts from the Imperial Agents list. A Marine character may join such a unit, and thus be unable to be targeted separately by enemy fire, but since he cannot lead the unit, the unit cannot use his Ld value and will not gain any bonuses he may give to a unit he leads. Units with the special rules Leap and Flight may only be joined by characters that also has those special rules. Units of the Cavalry model type may only be joined by characters with a Mount upgrade. Characters riding Bikes may only join Bike units, and Bike units may not be joined by characters not on a Bike.

Special Maneuver: Overwatch. At the start of the Movement phase, any unengaged model or unit may choose to enter overwatch instead of taking its normal movement. Make a note that the unit is on overwatch. The unit may not move or shoot during your turn, but you may instead interrupt your opponent's next Movement phase to fire with that unit at any time. All firing during overwatch is made with a -1 to hit modifier, but the unit counts as not moving that turn. Futhermore, a unit that fires on overwatch may not make attacks during the close combat phase of that turn.

6 - Shooting Models that advanced or did not move in the Movement phase may shoot in the Shooting phase. There is no penalty or bonus to shooting for moving or standing still, unless indicated in the weapon Special Rules.

Line of Sight A model or unit may only fire at an enemy model or unit in their Line of Sight (LOS). A model is in LOS if the firing model can physically see it when drawing a straight line from one to the other. Models on the table block LOS to other models behind them, friendly or enemy, except that models may always see through members of their own unit for the purposes of LOS. However, note that infantry models do not block LOS to or from vehicles. Target Priority Normally, a model or unit must shoot at the closest enemy model or unit. If a model or unit wishes to fire at a model or unit that is not the closest, it must first declare its intended target, then take a Target Priority test, which is a normal Leadership test. If the test is passed, the model or unit may fire at the declared target instead of the closest target, and if the test is failed, the model or unit cannot fire this turn. Models within a unit armed with a special or heavy weapon may choose to fire at a different target than the rest of their unit. If they choose to do so, make a Target Priority test for that model separately. If this test is failed, that model may not fire that turn, but the rest of the unit may fire as normal. Models and units engaged in close combat never count as the closest target and may always be ignored for the purposes of Target Priority. Furthermore, if the closest target is an infantry or cavalry model and the declared target is the closest vehicle or monstrous creature, the Target Priority roll may be re-rolled once if the first roll fails. Note that the rule that a unit may use the Ld of independent characters that have joined the unit apply to Target Priority tests, both for entire units and individual models within a unit. Rolling to Hit When shooting, measure the range and roll to hit based on the models Ballistic Skill. BS 2 hits on a 5+, BS 3 hits on a 4+, BS 4 hits on a 3+, BS 5 hits on a 2+, and BS 6 or higher hit on a 1+, although note that any natural roll of 1 always misses and of 6 always hits. The roll to hit may be modified with bonuses or penalties depending on any special abilities of models, or the type of terrain the models are in. It is possible to target a unit or model engaged in close combat with ranged attacks, subject to the normal rules for LOS, but any ranged attacks against a model or unit in close combat will only hit on a roll of a natural 6, regardless of the BS of the firing model or any other bonuses or penalties. When a unit is targeted by shooting attacks, the attacking player does not need to target individual models - any attackers that have LOS to any member of the target unit may shoot it, and roll any rolls to hit against the unit as a whole. Once the number of hits has been determined, move on to calculating how much damage is inflicted (see the Damage section). Assigning Hits to Mixed Units When shooting at a unit that consists of models with different to hit modifiers, you roll the number of dice to hit as normal. However, keep track of how many dice rolled a high enough number to hit the models with a higher to hit penalty than the rest. When damage is calculated, apply the wounds to the easiest to hit models first, and if damage spills over onto the more difficult to hit models, they cannot take more wounds than the number of dice that rolled high enough to hit them. Independent characters that have joined units only have hits assigned to them once all the normal unit members are destroyed, even if the character is easier to hit. Example 1: Six shots are being fired by BS4 models against a small unit consisting of a Harlequin Mage and two Muse Followers. The Mage is wearing a Domino Field which means it is only hit on a roll of 6, and the Muses wear Holo-Fields meaning they are at -2 to hit. The six dice roll 1,4,5,5,5,6. The rolls of 1 and 4 are discarded, as a roll of 5 is the lowest needed to hit any member of the unit. This leaves four dice that hit the unit, so calcuate damage as normal. Any wounding hits are assigned to the Muses first and once the Muses are destroyed, only one wounding hit may be assigned to the Mage, as only one dice rolled the required 6 to hit him. Example 2: Six shots are being fired by BS4 models against a unit of 2 Harlequin Mimes and a Harlequin Mage (without a Domino Field). In this case, the Mimes can only be hit on a roll of 6, but the Mage can be hit on a 5 or more. The dice rolled are 3,4,5,6,6,6. The three dice that rolled 6 hit the unit as a whole, so resolve damage for these hits. If both Muses are destroyed by the damage, then the Mage is hit by the dice that rolled 5 as well (and if all three previous hits inflicted wounds, then the Mage would already be wounded once).

7 - Close Combat During the Close Combat phase, every model in base-to-base contact with an enemy model, may make a number of attacks equal to their Attacks (A) value against any enemy models in base-to-base contact. Note that this applies to models from both sides, not only the side whose turn it is. All close combat attacks are made in Initiative order. If Initiative scores are tied, attacks are made simultaneously - roll to hit and wound as normal starting with the player whose turn it is, but do not remove casualties until all models of the same Initiative have made their attacks. When attacking in close combat, a model has to select what weapon is used for each attack. Different types of weapon can modify the Strength of the attack or the Initiative value that may be used when attacking with that weapon specifically. Before rolling to hit, each model must declare which weapons are being used for which attacks, and any bonuses from a weapon only apply to attacks made with that weapon. A model armed with two close combat weapons receives an additional close combat attack every turn, but must make at least one attack with each weapon when using this additional attack. Any additional attacks may be made using either weapon as chosen by that player. Note that pistols count as close combat weapons and can be used for making close combat attacks. Even if a model has no weapons, it always counts as having some kind of basic weapon and is always able to attack using its basic S, I and A characteristics (unless prevented by some other game effect). See the Weapons section for more details. For each attack made against an enemy model, a roll must first be made to see if the attack hits. The roll required to hit is determined by comparing the Weapon Skill (WS) values o f the attacker and the defender. If the attackers WS is higher, the attack hits on a 3+. If the WS scores are equal, or if the defender has a higher WS, the attack hits on a 4+. If the defender has a WS that is more than 2 points higher than the attacker, the attack only hits on a 5+. For example, an attacker with WS 3 would need a 4+ to hit an opponent with WS 5, but 5+ to hit an opponent with WS 6. For each successful hit inflicted, roll to wound as described in the Damage section, based on the Strength of the attacker and the weapons they are fighting with. Remove casualties as they are inflicted, as models that were destroyed by enemy close combat attacks before they were allowed to attack that turn do not get to strike back. At the end of the Close Combat phase, after all casualties are removed and all combat is resolved, each player (starting with the player whose turn it is) may move each model of each unit engaged in close combat up to its normal Movement in inches. However, this move may only be used to bring unengaged models into base contact with enemy models. If a unit has wiped out all of its opponents and is no longer engaged at the end of the Close Combat phase, it may make a normal move in any direction. Special Maneuver: All-Out Attack. This maneuver is only available to character models, independent or upgrade, but not to units or vehicles. Starting with the player whose turn it is, a character may choose to all-out attack at the beginning of each Close Combat phase. A character that all-out attacks will automatically attack before any other models that phase, except for other characters also all-out attacking, against which they strike in normal initiative order. However, any close combat attacks made against an all-out attacking character will automatically hit during that phase.

8 Damage and Armour When a model is hit from shooting or close combat, the attacker must roll to see if the target is wounded. If the Strength of the attack is equal to the Toughness of the target, the attack successfully wounds on a 4+. The roll required is increased by one for each point that the Toughness value exceeds the Strength value, and reduced by one for each point that the Strength exceeds the Toughness. A roll of 1 always fails and a roll of 6 always succeeds. If an attack successfully wounds its target, if the target has an armour save, roll to see if the the model successfully makes the save (see below). If the saving roll is made, no damage is inflicted. If the save fails, the target loses one wound, or D3 wounds if the weapon was Armour Piercing (see the Weapons section for more details). Once a model is reduced to zero wounds, it is destroyed. If a model is wearing armour, it will be indicated in its army list entry. Each armour description is followed by an armour save value in brackets, such as 3+, as well as a type designator (see below). This indicates that a 3 or more must be rolled on a D6 for the armour save to succeed. If a model successfully makes its armour save against a wounding hit, no wounds are inflicted. Attacks with a high Strength value have a negative modifier to the saving roll. Each point of Strength of the weapon that exceeds 4 reduces the roll for the armour save by one, so a Strength 5 attack would have reduce the roll by -1, a

Strength 6 attack would reduce the roll by -2, and so on. Note that armour saving throws do not always succeed on a roll of 6 - if the saving roll is modified so the required roll is worse than 6+ on a D6, the roll automatically fails. The majority of the armour saves in the game are normal armour saves that follow the rules above, and are described simply as "armour saves". This is the default, and all saves are normal armour saves unless indicated otherwise. However, there are two types of special saves that function differently - invulnerable saves and force saves. When an armour save is of a special type, it will always be described as such, as in "5+ force save". Invulnerable saves are not modified by the Strength of the attack, and will always save on the roll given unless the attack ignores invulnerable saves. Force saves count as invulnerable saves, but cannot be used against attacks made by any kind of force weapon, psychic attacks, attacks made by another model that also has a force save.

If the armour save value has two numbers separated by a dash, that means that the first value is a normal armour save and the second value is an invulnerable save, meaning that the first save can be modified as normal, but to no worse than the second save. Note that it is possible for models to achieve lower saving throws than 2+ by certain means, giving them a roll of 1+ or 0+, etc. However, since a roll of a 1 always fails, having such a low save only means that it takes a higher modifier to make the save worse than 2+ in practice. For example, a 1+ save that suffers a -2 save modifier still saves on a 3+.

Resolving Damage against Units Hits inflicted by close combat attacks are inflicted on specific models as described above, but hits from shooting against enemy units are assigned to the unit as a whole. Most units will have the same Toughness and armour, so you can just count up the wounds inflicted and remove an equal amount of models of the controller's choosing. However, when a unit contains different Toughness and/or armour values, it becomes necessary to determine what models are wounded individually and make armour saves accordingly. One one dice to wound per hit inflicted as normal, but apply the wounds roll by roll starting with the weakest models, and once all wounds have been established, roll armour saves separately for the specific models wounded and remove casualties accordingly. However, rolls that would wound independent characters but no other models in the unit are saved until the end and are only applied once and if all other models in the unit have already had wounds assigned to them. Example 1: An Ork unit consisting of two Grot Slaves, four Ork Raiders and one Ork Warlord are fired upon by Boltguns and eight successful hits are scored. The shots are Strength 4, the Slaves have Toughness 3, the Raiders have Toughness 4 and the Warlord has Toughness 5 and 3 Wounds. 8 dice are rolled, scoring 2,3,4,4,4,5,6,6. The roll of 2 does not inflict any wounds as the lowest Toughness in the unit is 3. The rolls of 3 and 4 are enough to wound the two Grots, and the remaining two rolls of 4 inflict two wounds on the Raiders. The rolls of 5,6 and 6 would all be enough to wound the Warlord, but there are two Raiders still not wounded, so two of these wounding rolls must be assigned to the remaining Raiders, and only the final wound may be assigned to the Warlord. If all of these models fail their armour saves, only the Warlord would remain standing with two remaining Wounds. Example 2: An Ork unit consisting of three Ork Raiders and one Grot Shaman are hit by six S4 Boltgun shots. The Raiders have Toughness 4 and 1 Wound and the Shaman has Toughness 3 and 2 Wounds. The dice rolls are 2,3,3,3,4,6. Since only two of the hits roll high enough to wound the Raiders, only two of the three Raiders will have wounding rolls assigned, and the three rolls of 3 will therefore not wound the Shaman, even though they normally would have done so. If one of the rolls of 3 had been a 4, all three Raiders would have taken wounds, and the last two 3's could therefore have been used to wound the Shaman.

9 - Vehicles and Monstrous Creatures Vehicles are defined as models with an Armour Value instead of a Toughness value. All models with an Armour Value (AV) are vehicles, and all models with a Toughness value are not vehicles. Most vehicles are found as Support choices of one vehicle each, but some types of vehicle (normally bikes) count as Unit choices and are purchased as a unit as indicated by the relevant army list entry. Vehicles lack certain characteristics found on other models, such as Toughness and Wounds. Abilities that increase these characteristics may be used on vehicles, but the increases will have no effect. Abilities that somehow rely on these characteristics, such as causing a model to lose wounds, will have no effect on vehicles unless specified otherwise.

Vehicle Movement Normal vehicles can move either up to 6 (combat speed), or up to 12 (fast speed) during the Movement phase. A vehicle that moved at fast speed during its Movement phase may only fire a single ranged weapon during the Shooting phase that turn. Vehicles are not otherwise limited to firing only a single ranged weapon per turn, and may fire any heavy weapons regardless of whether they have moved or not. Vehicles do not need a loader to fire a heavy weapon without penalty. Attacking Vehicles Non-vehicle models do not block LOS to or from vehicles. When a vehicle is hit by an enemy attack, make a penetration roll by rolling 1D6 and adding the Strength of the hit. If the result equals a vehicles armour value, it causes a glancing hit, if it beats the armour value, it causes a penetrating hit. When vehicles other than walkers and bikes (see below) are attacked in close combat, they are hit automatically. Any ranged attack against a vehicle which rolls a natural 6 to hit will automatically cause a glancing hit on a penetration roll of 6, regardless of how high the armour value actually is. This allows any attack to theoretically damage or destroy a vehicle, in the same way that any attack can theoretically end up wounding an infantry model. Close combat attacks against vehicles other than Walkers or Bikes (see below) always hit on a 2+, and any hits always cause at least a glancing hit on a penetration roll of 6.

Vehicle Glancing Damage Table D6: 1-2 No effect. 3-4 Stalled. May not move next turn. 5 Stunned. May not move or attack next turn. 6 Serious Damage. May not move or attack next turn. All passengers take a S5 hit. One randomly selected system is disabled.

Vehicle Penetrating Damage Table D6: 1 Stalled. May not move next turn. 2-3 Stunned. May not move or attack next turn. 4-5 Serious Damage. May not move or attack next turn. All passengers take a S5 hit. One randomly selected system is disabled. 6 Critical Damage. As above, except two randomly selected systems are disabled.

Systems are the vehicle equivalent of wounds. As systems are disabled, the vehicle's function is impaired. Each vehicle entry in the army lists will have a list of what systems the vehicle has, and these systems are linked to certain parts of the vehicle, like weapons and movement. As the systems are disabled, you can cross them off the army list entry. The systems can be divided into the following types. Weapons - A disabled Weapon system means the weapons(s) associated with that system cannot be used. Any system that is not either Movement or Transport counts as a weapon system, and what weapons are associated with which systems is specified in the relevant army list entry. Movement - A disabled Movement system means the vehicle can no longer move faster than combat speed, and its combat speed is reduced to D3", rolled separately each turn. Transport - A disabled Transport system results in the vehicle losing its transport capability. If a vehicle suffers this result while transporting troops, all troops immediately dismount within 4" of the vehicle. Mass Mass systems are not rolled for randomly, but are always the first systems to be disabled when a vehicle suffers damage. Disabling a Mass system has no effect, and also does not count for the purpose of destroying the vehicle (see below).

Some systems can be listed multiple times in the Vehicles profile. This may either mean that the vehicle has multiple separate systems, or a single large system. For example, systems called Left Arm and Right Arm indicate two separate Arm systems that are disabled independently, whereas if the same system is repeated twice (Turret and Turret for example), all the systems of that name have to be disabled before the system as a whole counts as being disabled. Weapons that are designated as auxiliary are not linked to any system, and will not be disabled until the vehicle is destroyed.

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A vehicle is destroyed if three or more of its systems are disabled, or if all of its systems are disabled in the case of vehicles with less than three systems in total. Each Mass system that the vehicle has increases the amount of disabled systems needed to destroy a vehicle by one, so a vehicle with two Mass systems would need a total of five systems disabled before it is destroyed first the two Mass systems, then the regular three randomly determined systems. When randomly selecting a system to be disabled, roll an appropriate type of dice. If a vehicle has an odd number of systems (such as five) that is not covered by a dice type, count the highest roll of the dice as an "attacker choses the system destroyed" result.

Shooting from Vehicles Unlike infantry models, vehicles have their weapons fixed in specific locations around their hull and have limited manoeuvrability. As such, their ranged weapons will often have a limited arc of fire. The arc of fire of vehicle weapons is determined by how the weapon is mounted and where. The army list entry for the vehicle will indicate how the weapon is mounted, and by looking at where the weapon is placed on the vehicle model, use the indications given below to determine at which angles the weapon can shoot. Turret - Weapons mounted in turrets have a 360 degree arc of fire and may shoot all round. Hull - Weapons mounted in the hull may only fire in a 90 degree arc directly to the front of the vehicle. Sponson - Sponsons are mounted on the side of the vehicle, and sponson weapons may only fire at targets within the 180 degree arc of either the right or the left side of the model, depending on the location of the sponson. Arms and Head - Arm or head mounted weapons may fire in a 180 degree arc directly to the front of the vehicle.

Non-vehicle models do not block LOS either to or from vehicles.

Vehicle Traits Artillery - Artillery consists of self-propelled ranged weapons crewed by a number of gunners. Gunners must remain with 2" of their artillery piece at all times. Artillery pieces may only move 6", and may not move and fire its weapon in the same turn (except to change facing). Gunners may always move at the same rate as their artillery piece. When firing at an artillery piece, the player has to choose whether to fire at the weapon or the gunners. The weapon blocks LOS to the gunners. Additionally, gunners always count as being in cover while in formation with their weapon. If the gunners are destroyed, the weapon counts as being destroyed as well, and vice versa. Gunners never break. Artillery uses the normal damage tables, except that "may not move" is counted as "may not attack" instead. Bike - Bikes are Fast vehicles, and are so small that they do not have systems. If a damage roll against a bike equals or beats the bikes armour value, make a normal armour save for the bikes rider modified by the Strength of the hit. If the save is failed, the bike is destroyed. The rider of a bike may fight in close combat in the same way as a Walker, but may only ever make one close combat attack per turn. Bikes count as infantry models for the purpose of LOS. Bike units always have a coherency distance of 4" and can only be joined by bike-mounted characters. Fast - A Fast vehicle moves up to 12 at combat speed or up to 18 at fast speed. If the fast vehicle is a Walker, it moves 9 in the Movement phase instead of 6. Lumbering - This vehicle can only move at combat speed, and can never move at fast speed. Open-topped - Only vehicles with a transport capacity can be open-topped. The vehicle counts as a heavy transport. An open-topped model that is transporting models which is hit by an enemy attack must roll a D6. On a 5 or 6, a transported model of the owner's choice is hit by the attack instead of the vehicle. If the vehicle is hit by a Blast or Spray weapon, both the vehicle and all passengers are automatically hit. Up to half the transported models in an open-topped transporter may shoot in the Shooting phase with a -1 to hit penalty. Skimmer - A Skimmer may move across any terrain without penalty. Transport (X) - A vehicle with a Transport capacity may move X models at a time around the battlefield. If an equal or fewer number of models than X are in base contact with a Transport vehicle at the end of your Movement phase, you may remove those models from play and consider them to be inside (or atop) the vehicle. At either the beginning or the end of any later Movement phases, you may place the transported models back in base contact with the vehicle. If the vehicle is destroyed while carrying troops, place the troops in base contact before you remove the vehicle from the table. While being transported, a model or unit cannot break. All models being transported count as being in base contact at all

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times while being transported. A normal transport vehicle may only carry standard infantry models, not heavy infantry or cavalry. A heavy transport may carry heavy infantry, but each model takes up two spaces instead of one. Monstrous creatures may also have this vehicle trait. When such a monstrous creature loses 3 or more wounds from a single attack, all passengers take a S3 hit, and when the creature is destroyed, they all take a S5 hit before exiting. Squadron / Pack - For vehicles with Squadron, up to three models may be purchased as a single force organisation choice of the appropriate category. They do not have to be deployed or move in coherency or formation. Pack is the equivalent trait that applies to monstrous creatures. Walker - Walkers have characteristics that include close combat stats, and may fight in close combat in the same way as an infantry model. Walkers may never run, charge or move at Fast speed, but will always move 6 in the Movement phase. However, any special abilities (ie. other than +1 attack) that are activated when charging do apply on any turn that a Walker moves into close combat during its Movement phase. If a Walker is equipped with more than one close combat weapon, it gains one additional attack for each close combat weapon after the first one. Monstrous Creatures Monstrous Creatures are enormous living equivalent to vehicles. They follow all the normal rules for individual infantry models and do not count as vehicles except for the purposes of LOS. In addition, the following rules apply to monstrous creatures. Attacks made by Monstrous Creatures in close combat always count as Armour Piercing. Monstrous Creatures may not move and fire a heavy weapon, but may fire one without a loader with no penalty. Monstrous Creatures may fire any number of ranged weapons on turns they advance or remain stationary. Monstrous Creatures who have lost half or more of their total wounds from their profile suffer -1 to hit on all attacks. Independent characters who are also Monstrous Creatures may not join infantry units, and may be targeted individually even when accompanied by Followers.

10 - Psychic Powers Certain models in the army lists have a section under their listing called Psychic Ability. Such models are able to use a special kind of ability that has a separate mechanic that makes it different from other special abilities. When a model has psychic abilities, it will be indicated as having a psychic level, which normally ranges from 1 to 4. This level determines how powerful a psyker the model is. For each level the model has, it is allowed to choose one psychic power from its army list, making up the range of powers the model has at its disposal throughout the game. Using Psychic Powers When a psyker wishes to use a psychic power, it must first spend a number of psychic levels to do so, so a level 3 psyker can use up to 3 levels' worth of powers between the beginning of his turn and the beginning of his next turn after that. Levels cannot be saved up from round to round, but are completely restored at the beginning of your Consolidation phase. What powers a psyker intends to use does not have to be declared at the beginning of the turn, only when the player wishes to use a given power. Each psychic power in the game is listed with a level, which indicates how many levels of power costs to invoke that power. Once the psychic levels have been spent and the power is ready to be invoked, the psyker must then pass a Leadership test (in this case known as a psychic test). If the test fails, the power has no effect, but the levels are still spent. If the test is successful, the power will have the effect as described in its army list entry. If a double 1 or double 6 is rolled for the Leadership test required to use a psychic power, the model or unit using the power immediately suffers D3 wounds from psychic feedback, which cannot be prevented in any way, and may use no further psychic powers that turn (although the power still takes effect if a double 1 was rolled). If the model suffering psychic feedback is a vehicle, roll on the penetrating hits damage table instead. Most psykers are able to use more than one power per turn, as long as they have sufficient psychic levels to do so. The same power may be invoked more than once if you wish, however, multiple invocations of the same power do not stack on the same target in the case of powers that improve abilities. For example, a power that gives +1 Strength cannot be invoked twice to give the same target +2 Strength unless otherwise noted. However, the power may be used on different targets, and the model may also be affected by a different power that grants +1 Initiative for example. Some psychic powers improve the defensive attributes of a model or unit by improving their Toughness, armour save, AV, or making them harder to hit or wound. However, these improvements are ignored by attacks that ignore force saves, such as psychic attacks (see below).

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Psychic Power Types There are four different types of psychic powers, and the type of the power determines when during your turn you are able to invoke it. Consolidation powers are used during your Consolidation phase before break tests are taken, and usually provide a benefit to the psyker that lasts until the beginning of your next turn. Movement powers are used at the end of your Movement phase, and are usually powers that are used to benefit other friendly models or units. If a psyker has joined a unit, only that unit may be the target of psychic powers used at this stage. Models that run cannot use psychic powers in the Movement phase. Shooting powers may be used in addition to firing a ranged weapon during your Shooting phase and are usually psychic attacks (see below) made against enemy models. If an effect (such as running) prevents a model from shooting, it also prevents a model from using a psychic power in the Shooting phase. Close Combat powers are used at the beginning of your Close Combat phase. Generally they will either grant additional close combat attacks that phase, or provide some other bonus that only lasts for the duration of that phase. Note that although both sides fight during each Close Combat phase, you may only use psychic powers during your own turn.

Some psychic powers have an option to spend additional psychic levels when invoking them to improve their effect. This boosting happens automatically and does not have to be invoked separately.

Psychic Attacks Attacks made entirely using the power of the warp are known as psychic attacks, and their chance of hitting is calculated with a psychic attack roll. If a power indicates that a psychic attack roll must be made, roll to hit as though the model using the power was making a single close combat attack against the chosen target, but instead of comparing the models WS values, compare their Ld values instead. Members of a unit may not use the Ld value of their leader for this purpose. If the attack misses, it has no effect. Psychic attacks can either be shooting attacks or close combat attacks as defined in the description of the power, and follow the normal rules for that type of attack except where indicated below or in the rules of the power. Psychic attacks of both types ignore force saves and defensive bonuses granted by psychic powers. When making a psychic attack, the psyker may expend additional psychic levels to get +1 to hit for each additional level expended. Psychic attacks made in the Shooting phase do not require LOS unless the power specifies that it does, but the normal Target Priority rules still apply. Psychic attacks made in the Close Combat phase are made in normal Initiative order unless otherwise specified. Psychic Defense Certain models have an ability to ward off enemy psychic powers through various kinds of psychic countermagic and strength of will. This ability is listed in a model's description as Psychic Defense (X), where X is a D6 roll. When a model or unit with this ability is affected in any way by an enemy psychic attack, roll a D6, and if the result is equal or higher than the number listed in the ability, the enemy power has no effect on that model or unit. Note that this is not a saving throw per se, and so is not bypassed by psychic attacks that ignore armour saves. In the case of a unit of psykers making a series of psychic attacks based on a single psychic power, each attack has to be rolled for individually. Psychic Units Most psykers are independent characters, but certain units are designated as psykers too. When a unit is a psyker, always treat that whole unit as one model for the purpose of psychic powers, do not treat each unit member as an individual psyker. This means to only make a single psychic test to invoke a power, measure ranges from any model in the unit, and wounds from psychic feedback must be distributed among the unit as a whole. The main rule that applies to psyker units and not psyker characters is that a psyker unit cannot use more psychic levels per turn than the number of models in the unit. This means that if a unit has a level of 3, but is reduced to two models, they can only use two levels to invoke powers. There is an exception to this, however - when a unit has its psychic level increased through an upgrade, the upgrade applies even when the unit is reduced below the number of its level. In the example above, if the unit has been increased to level 4 through a +1 level upgrade, the remaining two models could use up to 3 levels per turn.

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11 - Terrain The game board should be laid out mutually by both players, so that it looks as much as possible like a dramatic battlefield. The players should also make sure to mutually agree on what kind of terrain each piece counts as for rules purposes, and make up new rules that seem appropriate to the terrain being used. Terrain in the game can be broadly divided into four types, which are described below along with their effect on the game.

Difficult Ground - Terrain that obscures vision and impedes movement. Models cannot draw LOS across an area of difficult ground. Models inside difficult ground can see out of it and be seen, but all ranged attacks made by them or against them suffer -1 to hit. Models within 2" of the edge of the difficult ground may fire out of it without a penalty, but attacks made against them still suffer the penalty to hit. Any movement made inside the difficult ground is halved, so moving 2" inside the area counts as 4" of normal movement. If a unit charges a unit inside difficult ground or moves across difficult ground while charging, it does not gain the bonus attack from charging that turn. Barricades - A barricade is a single line of terrain that is low enough that models can see and fire over it, like a wall. If a unit has at least half its number within 4" a barricade, any ranged attacks made against the unit from across the barricade suffer -1 to hit. There is no movement penalty for moving across barricades, but if a model charges another model directly behind a barricade, or moves across a barricade while charging, it does not gain the bonus attack from charging that turn. Obstructions - Blocks of solid terrain that cannot be moved across normally, like buildings or giant boulders. Such terrain pieces block LOS and prevent movement across them, except for models that ignore terrain when moving. Hills - Hills are areas of raised ground with sloping sides. Models standing on hills or other raised areas may ignore infantry models at lower height levels when drawing LOS, and models on the ground may ignore infantry models at lower levels when drawing LOS to models on hills. Moving up the side of a hill does not impede movement unless the hill is also difficult ground. Elevated Ground - Elevated ground functions just like hills, except that it has vertical sides which require extra movement to traverse. To move up a vertical side to get onto elevated ground, a model must move vertically up the side using its normal movement, so if the side is 3" high, the model must use 3" of movement to traverse it. A model cannot end its movement while partway up a vertical side. Buildings with flat roofs that models can stand on are an example of elevated ground rather than an obstruction.

12 - Scenarios Scenarios are a catch-all term for things you can change about the game format to make it a bit different from the norm. Basically anything you can think of is fair game, as long as both players agree. Generally these types of modifications can be divided into Environments, that change something about how the armies interact with the battlefield, and Objectives, which provide alternative victory conditions to simply playing till surrender. Below are a few examples of these, which can be combined in any way you like. Usually Environments will affect both players equally, whereas Objectives are separate for each side - both sides may have the same objective, or they could have different objectives, or only one side could have an objective. Use your best judgement in what would be fun when choosing Objectives. Environments Hidden Deployment - Very simply, instead of taking turns placing armies, place a screen between the players or use some other means of concealing how armies are set up before revealing the setup just before starting the game. Night Fighting - Taking Hidden Deployment a bit further, you may decide that the battlefield has low visibility and it is difficult to identify the enemy. Instead of setting up your army normally, divide it into several small groups, ideally one for each model and unit, and give each group a number. Instead of deploying the army, deploy a number of tokens with the relevant numbers at the start of the game. No model can see or shoot further than 18" in this Environment, so tokens are not revealed and replaced with the relevant models until the player chooses to reveal them or a token gets within LOS and within 18" of an enemy model/token, in which case models are placed and played as normal. Tokens have no special rules and cannot interact with the game other than to move at the speed of the slowest model in the group.

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Objectives Sabotage - Place a terrain piece representing a physical objective like a statue or communications link in one player's deployment zone. The other player wins if they destroy the objective. Count the objective as a stationary vehicle with ARM 11, where one penetrating hit destroys it. However, due to a force field, the objective can't be shot at from further than 12" away. Assassinate - One player must list all the independent characters in their army. The other player secretly chooses one of them and writes the choice on a piece of paper. If the other player kills that character, they win the game. Escort - One player must list all the independent characters in their army and secretly choose one of them and write the choice on a piece of paper. If that player gets the chosen character within 8" of the table edge on which the opponent deployed their army, they win the game. Characters with the Polymorphine ability or similar abilities should not be chosen for obvious reasons.

Another option for objective games is to use a deck of cards to assign missions to each player in secret, and only reveal whether each player has achieved their objectives at the end of the game.

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WEAPONS
Swords and Guns Every army in the game uses weapons of some kind, and since a lot of the weapons used by one army are also used by others, this section collects all of the weapon rules and specifics in one place. This section is not necessary for building your army, apart from as reference, since all the weapon options and points costs are listed in the relevant army list section. This section is mainly for referencing throughout the game, when you need to know how far a weapon shoots or how hard it hits. Note that all rules for non-weapon wargear, and weapons which do not follow the normal weapon conventions, will be listed in the relevant army list as well. The various weapon options in the game all have individual profiles that dictate how they are used. Each ranged weapon profile will indicate weapon's type, its range, Strength, and any special abilities it possesses. Each close combat weapon profile will indicate what modifiers it gives to its user's close combat attacks.

Ranged Weapons

Ranged Weapon Types There are four types of ranged weapon in the game, each with its own set of uses and restrictions. The type of weapon indicates if it can be used in close combat, and what kind of other weapons can be carried. All ranged weapons are of one of the following types, and are indicated as such in the weapon lists. Pistol - When a model armed with a pistol is fighting in close combat, one attack per turn may be made using the pistol's Strength value, and if the model is armed with either two pistols or a pistol and a one-handed close combat weapon, the pistol attack may be made in addition to their normal attacks, effectively granting an extra attack per turn. Basic - A model carrying a basic weapon will normally be armed with one basic weapon and either a one-handed close combat weapon or a pistol. If a model carries both a basic ranged weapon and a two-handed close combat weapon, all shooting and close combat attacks made by that model suffer -1 to hit due to encumbrance. Heavy - Heavy weapons carried by infantry models are normally fired by two models, a gunner and a loader. When a heavy weapon is fired by the model carrying it, the gunner, a model in the same unit within 1" that is not armed with a heavy weapon may be designated as the loader. A model may only be designated as loader for one heavy weapon during each Shooting phase, and a designated loader cannot fire its own weapon. If a heavy weapon does not have a designated loader, the gunner suffers -2 to hit. A heavy weapon cannot be fired if the model carrying it moved this turn. A model may only be armed with a single heavy weapon and may carry no other weapons other than a pistol or onehanded close combat weapon. Heavy weapons mounted on vehicles have none of the above restrictions and are treated as basic weapons. Ordinance - An ordinance weapon is of great size and may only be mounted on a vehicle or monstrous creature. An ordinance weapon may only be fired if the vehicle did not move that turn, and no other weapons may be fired in the same turn. Due to their size, all ordinance weapons roll 2D6 and pick the highest result when rolling for armour penetration against vehicles. Ranged Weapon Special Rules The following special abilities apply to certain of the ranged weapons in the game as indicated by the weapon lists at the end of this section. If a ranged weapon has no special abilities, it simply has the range and Strength value as indicated in the weapon lists. Armour Piercing - Against non-vehicle models, an Armour Piercing weapon has an additional -1 armour save modifier and inflicts D3 wounds on a wounding hit. Against vehicles, an AP weapon adds an additional +2 to its armour penetration roll. Beamer - A Beamer weapon ignores to hit modifiers from cover if the target is within half the weapon's normal range.

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Bladed - A Bladed weapon counts as an additional Hand Weapon while the wielder is engaged in close combat, and therefore lets the wielder make an additional attack using his base characteristics. Blast - When firing a Blast weapon, center a circular template with a radius as indicated by the ability over the base of the target model. First roll to hit the target model. If the roll hits, leave the template in place, if the roll misses, then place the template D6 away in a random direction. Once the final location of the template has been established, roll to hit all models touched by the template, and apply damage to any model hit. All modifiers to hit that would apply to shooting at the original target with a normal weapon apply to both the initial location roll and the actual damage rolls. Boost - A Spray weapon that has Boost may place the start of the spray template up to this many inches away from the firing model's base, still pointing directly away from the firing model. Disrupt - A unit that suffers any casualties from this weapon must take a break test in their next Consolidation phase with a -1 Ld modifier. Neuro-Toxin - A Neuro-Toxin weapon gains +2 to wound against living models. Plasma - A Plasma weapon can be fired either at normal power or maximum power. When fired at maximum power, the weapon gains Armour Piercing (see above). If the weapon was already Armour Piercing, it becomes Thermal on maximum power. After firing the weapon on maximum power, roll a D6. On a 4+, the firing model must make a normal armour save or lose one wound, or if the weapon was on a vehicle, the weapon may not be fired next turn. Rapid Fire - A Rapid Fire weapon may be fired twice at up to half the weapon's normal range if the model firing it did not move that turn. Spray: A Spray weapon has a range of SP and uses a spray template pointed directly away from the firing model instead of measuring for range. Roll to hit all models touched by the template with a +1 to hit modifier. Spray weapons ignore all negative to hit modifiers from cover. Pistol weapons with Spray do not use the template when used to attack in close combat. Sustained Fire - A Sustained Fire weapon may be fired up to the number of times indicated by the ability. Weapons that use a template resolve each template completely before moving on to the next shot when using this ability. Thermal - Against non-vehicle models, a Thermal weapon has an additional -2 armour save modifier and inflicts D3+1 wounds on a wounding hit. Against vehicles, a Thermal weapon adds an additional D6 to its armour penetration roll, and when it successfully damages a vehicle, roll twice on the vehicle damage table, selecting the highest result. Twin-Linked - When you roll a successful hit with a Twin-Linked weapon, the target is hit twice rather than once. TwinLinked is not an ability of a specific type of weapon, but an upgrade that can apply to any weapon as per the relevant army list entry. Variable Ammo - A Blast weapon that has Variable Ammo may choose to either fire normally using its blast template, or fire with a +2 Strength bonus to the attack. When choosing the Strength bonus, a 3" Blast loses its Blast template completely, and a 5" Blast is reduced to a 3" Blast.

Close Combat Weapons

Close Combat Weapon Types All non-vehicle models can fight in close combat, and the close combat weapons they carry simply provide bonuses made for attacks with that weapon. A close combat weapon can modify the user's Strength or Initiative when attacking with that weapon. There are only two types of close combat weapon in the game, one-handed weapons and two-handed weapons. One-Handed - A model may carry a one-handed close combat weapon in addition to either a pistol or a basic weapon, or alternately a model may carry two one-handed close combat weapons and no ranged weapons. A model armed with a one-handed close combat weapon and a pistol or two one-handed close combat weapons may make an additional attack in close combat, as long as at least one attack is made with each weapon. Two-Handed - A model may only carry a single two-handed weapon. A model that carries both a two-handed weapon and a one-handed weapon may choose to use either weapon in combat but does not gain an additional attack from

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fighting with multiple weapons. A wielder of a two-handed weapon cannot shoot a pistol in close combat and does not gain the defensive close combat benefit of using a shield. Close Combat Weapon Special Rules Like the ranged weapons, the various types of close combat weapon also have a selection of abilities and restrictions inherent to them. Armour Piercing - Against non-vehicle models, an Armour Piercing weapon has an additional -1 armour save modifier and inflicts D3 wounds per hit. Against vehicles, an AP weapon adds +2 to the armour penetration roll. Impact - Weapons with Impact cancel out the additional attack gained by charging for any enemy model in base-to-base contact with the wielder. If the wielder is a cavalry model, the above ability does not apply, but the model instead gains an additional+1 Strength and +2 Initiative for attacks made with this weapon on any turn he charges into combat. Shield - A shield improves the armour save of its wielder by one against shooting attacks only, to a maximum of 2+. In close combat, attacks made against a model armed with a shield suffer -1 to hit. A model may only carry a single shield. Note: Only a models normal armour save is improved, not any force or invulnerable saves. A model with no save gains a 6+ armour save, and a model with an force save gains a 6+ armour save that can be used against attacks that ignore force saves. Smite - If the model wielding this weapon is a psyker, you may make a psychic test for the wielder at the beginning of each Close Combat phase if the model is engaged in close combat. If the test is successful, any close combat attacks made with the Smite weapon will gain +1 Strength and +0.5 Initiative (rounding up) per level of the psyker, and psychic levels may be spent to give the weapon +1 to hit per point spent for the duration of the phase. Activating this ability counts as using a psychic power, and may be cancelled as one. Thermal - Against non-vehicle models, a Thermal weapon has an additional -2 armour save modifier and inflicts D3+1 wounds on a wounding hit. Against vehicles, a Thermal weapon adds an additional D6 to its armour penetration roll, and when it successfully damages a vehicle, roll twice on the vehicle damage table, selecting the highest result.

Weapon Lists

Close Combat Weapons Name Hand Weapon Shield Lance Force Weapon Razor Weapon Chain Weapon Power Shield Power Lance Crush Weapon Power Weapon Siege Weapon Heavy Force Weapon Heavy Hand Weapon Heavy Razor Weapon Heavy Chain Weapon Heavy Crush Weapon Heavy Power Weapon Heavy Siege Weapon Type One-Handed One-Handed One-Handed One-Handed One-Handed One-Handed One-Handed One-Handed One-Handed One-Handed One-Handed Two-Handed Two-Handed Two-Handed Two-Handed Two-Handed Two-Handed Two-Handed Strength -1 +1 +1 +1 +2 +2 +2 +1 +1 +3 +4 +4 +4 Initiative -1 +1 -1 -1 +1 -1 -1 -1 -2 Abilities Shield Impact Smite

Shield Armour Piercing, Impact Armour Piercing Thermal Armour Piercing, Smite

Armour Piercing Thermal

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Imperial Weapons Name Laspistol Needle Pistol Hand Flamer Bolt Pistol Melta Pistol Plasma Pistol Needle Sniper Rifle Autogun Lasgun Shotgun Boltgun Flamer Grenade Launcher Missile Launcher Heavy Flamer Melta Gun Plasma Gun Hurricane Bolter Multilaser Frag Launcher Heavy Bolter Assault Cannon Multi-Launcher Autocannon Inferno Cannon Heavy Plasma Gun Multi-Melta Lascannon Whirlwind Launcher Battle Cannon Siege Cannon Demolisher Cannon Type Pistol Pistol Pistol Pistol Pistol Pistol Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Ordinance Ordinance Ordinance Ordinance Range 12" 12" SP 12" 8" 12" 24" 24" 18" 18" 24" SP 24" 24" SP 12" 18" 24" 24" 24" 30" 24" 24" 30" SP 24" 18" 30" 30" 24" 36" 12" Strength 3 3 3 4 5 6 3 3 3 4 4 4 4 4 6 6 7 4 4 4 5 5 5 6 6 7 7 8 4 8 8 8 Eldar Weapons Name Star Pistol Splinter Pistol Shuriken Pistol Inferno Pistol Star Rifle Splinter Rifle Death Spinner Liquifier Shuriken Catapult Missile Launcher Warp Cannon Scatter Laser Shuriken Cannon Star Cannon Magma Cannon Dark Lance Prism Cannon Pulse Laser Type Pistol Pistol Pistol Pistol Basic Basic Basic Basic Basic Basic Basic Heavy Heavy Heavy Heavy Heavy Ordinance Ordinance Range 18" 12" 8" 8" 30" 24" 18" SP 12" 24" 18" 24" 24" 18" 24" 36" 30" 30" Strength 3 3 5 6 3 3 4 4 5 4 5 5 6 7 6 8 6 8 Ork Weapons Name Slugger Nail Gun Type Pistol Pistol Range 12" 12" Strength 4 4 Abilities Armour Piercing Abilities Beamer Neuro-Toxin Thermal Beamer Neuro-Toxin Disrupt, Neuro-Toxin, Sustained Fire 3 Spray, Neuro-Toxin Sustained Fire 2 Blast 3", Variable Ammo Thermal Sustained Fire 1D6+1 Sustained Fire 3 Sustained Fire 3, Beamer Blast 3", Thermal Armour Piercing Blast 5", Disrupt Sustained Fire 1D6 Abilities Armour Piercing Neuro-Toxin, Sustained Fire 2 Spray Rapid Fire Thermal Plasma Neuro-Toxin Rapid Fire Armour Piercing Sustained Fire 2 Rapid Fire Spray Blast 3" Blast 3", Variable Ammo Spray Beamer, Thermal Plasma Sustained Fire 6, Rapid Fire Armour Piercing, Sustained Fire D6+1 Blast 5", Variable Ammo Sustained Fire 3 Armour Piercing, Sustained Fire 4 Blast 3", Sustained Fire 3 Sustained Fire 2 Spray, Boost 4", Armour Piercing Blast 3", Plasma Beamer, Sustained Fire 2, Thermal Armour Piercing Blast 5", Sustained Fire 3 Blast 5" Blast 5", Disrupt Blast 5", Thermal

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Blunderbuss Shooter Scorcher Blaster Rocket Launcher Death Ray Mangler Nail Cannon Slag Cannon War Cannon

Basic Basic Basic Basic Basic Heavy Heavy Heavy Heavy Ordinance

18" 24" SP 24" 18" 36" 30" 24" 30" 30"

4 4 4 5 6 5 6 7 7 8

Spray Sustained Fire 2 Armour Piercing Beamer, Armour Piercing, Blast 3" Sustained Fire 4 Armour Piercing, Rapid Fire Thermal Blast 5"

Tyranid Weapons (S = Strength of user, A = Attacks of user) Name Fleshborer Spike Rifle Spinefist Devourer Deathspitter Acid Spray Venom Cannon Barbed Strangler Chitin Cannon Type Basic Basic Basic Basic Basic Basic Basic Heavy Heavy Range 12" 18" 12" 12" 18" SP 24" 30" 36" Strength S+1 S S S-1 S S-1 S S-2 S+1 Necron Weapons Name Gauss Rifle Synaptic Disintegrator Gauss Blaster Tesla Carbine Gauss Cannon Heavy Gauss Cannon Tesla Destructor Heavy Gauss Array Doomsday Cannon Type Basic Basic Basic Basic Basic Basic Heavy Ordinance Ordinance Range 24" 30" 24" 24" 18" 30" 24" 24" 24" Strength 4 4 5 5 6 7 5 7 6 Tau Weapons Name Ion Cutter Pulse Rifle Pulse Carbine Burst Cannon Plasma Rifle Fusion Blaster Rail Rifle Smart Missile System Railgun Ion Cannon Type Pistol Basic Basic Basic Basic Basic Basic Basic Ordinance Ordinance Range 4" 18" 12" 24" 18" 12" 24" 30" 30" 18" Strength 4 5 5 4 7 7 8 4 8 6 Kroot Weapons Name War Pistol Razor Bola Spike Launcher War Rifle Hunting Rifle Heavy War Rifle Heavy Spike Launcher Type Pistol Pistol Pistol Basic Basic Basic Heavy Range 12" 12" 12" 18" 24" 24" 24" Strength 4 3 4 4 4 6 7 Abilities Neuro-Toxin, Sustained Fire 2 Armour Piercing Bladed Armour Piercing Armour Piercing Sustained Fire 3 Abilities Thermal Sustained Fire 2 Armour Piercing, Sustained Fire 3 Rapid Fire, Plasma Beamer, Thermal Blast 3", Variable Ammo Blast 3" Beamer, Thermal, Sustained Fire 3 Abilities Beamer Beamer, Neuro-Toxin Beamer, Sustained Fire 2 Beamer, Blast 3" Beamer, Sustained Fire 3 Armour Piercing, Beamer Armour Piercing, Beamer, Sus. Fire D6+1 Beamer, Sustained Fire 3 Beamer, Blast 5", Thermal Abilities

Twin-Linked Sustained Fire A+2 Sustained Fire A Spray Armour Piercing, Sustained Fire 2 Armour Piercing, Blast 5", Disrupt Armour Piercing, Blast 3"

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ARMY LIST CONSTRUCTION


In order to play 40k Gothic, you need to build an army first. Although the different types of armies are assembled in different ways, the following rules are generic and apply to all army lists unless otherwise noted.

Points Values Armies are selected up to a specific points value, which will normally be the same for both players unless you are playing a special scenario. 500-1000 points would be a small game, 1000-1500 points would be a medium-sized game, and 1500-2000 points a large game.

The Army Lists The army lists presented here provide the rules for assembling the different types of armies present in the 41 millennium. Each list contains all the points values and special rules you need, in addition to the rules in this section. All the lists can stand alone, but some of the lists can be combined, as described in the Special Rules and in the Allies and Mercenaries section below.
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Model Entries All army lists consist of two main sections - a section with model descriptions and characteristics, and a section of optional upgrades available to customise those models. The model list takes up the most space, and is divided into Command, Core and Support sections, as described further below. Each section has a list of model types that can go in your army. Each model entry is described with the following details in order: Name: The name of the model entry. Any word in the name is considered a key word. Description: A background description of the model entry. Characteristics: The entry's statistics, like Movement, Weapon Skill, etc, as described in the main rules. Model Type: How the model entry is used on the battlefield. All model entries will have either the word unit, meaning that it is bought as a group of models, or independent, meaning it is bought as a single model, in its model type. Further key words indicate what core rules the model follows. Characters may join units and be selected as Force Commander, and follow the core rules for characters as indicated. Infantry means that the model may ride in transport vehicles, unless they are listed as "heavy infantry", in which case they may only be transported if the transport specifically allows it. When heavy infantry is transported, each model counts as two models rather than one. Cavalry models may not be transported at all, and cavalry units may only be joined by cavalry characters. Note that any infantry model that receives a "mount" upgrade of any kind other than bikes counts as a cavalry model instead of an infantry model. Beasts, being basically cavalry without riders, is is an alternative designation for cavalry, and counts as cavalry in all respects. Vehicles follow the rules for vehicles in the main rulebook, and will often have specific vehicle traits. Vehicle units may only be joined by vehicle characters. Note that any infantry model with a "bike mount" upgrade counts as a vehicle model instead of an infantry model. Monstrous creatures follow the monstrous creature rules found in the core rules, and monstrous creature units may only be joined by monstrous creature characters. Swarms may never be transported and swarm units may never be joined by independent characters. Followers are part of the Command section of a list, but do not count as a separate model choice for the purpose of Force Organisation (see below). Followers count as a character upgrade for a specific character, not as either independent characters or units. They must remain in unit coherency with the character and cannot be broken while the character is alive. If the character is killed, any Followers following them are removed from play. A character may have several different types of Followers, but no more than four Followers in total. Unit Size: Only used for units, it indicates the minimum and maximum number of models a unit of this type may contain. Weapons and Armour: Indicate what weapons and armour the entry has included in its base cost. Equipment, Character and Vehicle Options: If present, these sections give the options that are available for upgrading the model entry in various ways. Psychic Powers and Special Rules: Special abilities that apply to all models within that model entry. These will each explain how and when they are used and what aspects of the game they affect. Following the model entries is the Armoury section, which is used primarily as a means to upgrade independent characters with weapons and wargear. See below for more details.

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Special Rule: Combined Formation. Certain units have the option of combining with another unit from the same army. The specific details are described in the special rules of the relevant units, but there are a couple of rules that are common to all combined units, which are listed here to save space. Combined units can only have one unit upgrade character and one standard bearer, so two units that both have either of these upgrade cannot combine. If the more expensive unit does not have a character upgrade option but the cheaper one does, the cheaper option may be used, otherwise only the character options of the more expensive of the two units may be used in the combined unit. Special rules related to break tests, such as Fearless, Unshakeable or Bloodlust, only apply to the combined unit if both units had it before they combined. If either unit does not have the relevant rule, the combined unit does not gain the benefit (or penalty) of the special rule. Unless otherwise noted, other special rules apply to the different members of the combined unit on an individual basis.

Force Organisation The models in each army lists are divided into three categories: Command, Core, and Support. Command models consist of independent characters and their followers, and the army's Force Commander (see below) must be selected from this category. Core models are the various types of units that can form the bulk of an army, primarily consisting of infantry. Support models are models that serve specific and unique purposes intended to support the main army, mainly vehicles and artillery, but also more exotic models like monstrous creatures and war altars. An army may not contain more Command choices than Core choices, and the same restriction applies to Support choices. Each Core unit counts as one choice, although units of minimum size only count for half a choice, rounded up. This means that at least a third of your army must consist of Core choices - if you take four Core choices, then you may take no more than four Command choices and four Support choices. The only army that is an exception to the Force Organisation rules is the Tyranid army, which has its own special rules for Force Organisation.

The Force Commander Every army must contain at least one Command choice, and one of these must be chosen as the armys Force Commander. The Force Commander defines what type of army you are playing - If the Force Commander is a Marine, then it is a Marine army, if it is an Ork, then it is an Ork army, if it is a Kroot, then it is a Kroot army, and so forth. Any Command independent character may be chosen as the Force Commander, subject to any special rules of the characters themselves. When selecting the models you want to use in your army, you are restricted to taking at least half of the total number of units in the army, as well as half of the army choices within each army category, from the same army list as your Force Commander.

The Armoury Every individual army list finishes with a list of what upgrades are available to add to the independent characters and unit upgrade characters from that list. Each upgrade comes with two prices - one for independent characters (IC) and one for unit upgrade characters (UU). A character may have any number of items from the Armoury, but the range of weapons allowed is limited by the rules for weapon types in the weapons section of these rules. In all cases, a model cannot carry more than two weapons, one in each hand. The basic armoury is divided into two parts, weapons and wargear. The rules for weapons can be found in the Weapons section of the rules, the rules for wargear are included in each entry. Some wargear is described as counting as a weapon, which means it counts as a weapon of that type for the purpose of how many weapons a model can carry. When shopping for upgrades from the Armoury, the following rules apply. To represent the fact that two close combat weapons don't double the close combat effectiveness of a character, when equipping a character with two close combat weapons, the cheapest of the weapons may be equipped at half cost, rounding up. However, this cost reduction does not apply to shields or pistols. When buying a weapon for a model that already came with a weapon of that type (ranged or close combat) that is also available from the Armoury as part of its initial cost, you may subtract the cost of the weapon that is being

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replaced. For example, Marine Veterans in Terminator Armour come with a Power Weapon as part of their cost, so if you wish to upgrade to a Lightning Claw, you only pay the difference between the two rather than full price. In some cases this can give you points back, if you downgrade from a Power Weapon to a Chain Weapon for example. Some wargear is marked with the tag Mobility. This means that the model's mobility is in some way affected by the upgrade which restricts how else it can be modified. This means that a model may only be given a single Mobility upgrade - for example, it may not be given both a Jump Pack and a Bike, or two different kinds of riding beast. Also, a model with a mobility upgrade may not be accompanied by Followers (see above).

Allies and Mercenaries


Each army list presented here contains all the relevant information you need on what options you have when building an army. Each lists stands alone and can be played using only information from that one list, but most army lists also have options that let you combine models from different lists in one army, through a system of allies and mercenaries. The army lists are all divided into three types: Core, Ally and Mercenary. Core lists have the widest selection of choices, and Ally and Mercenary lists are defined as being able to provide additional troops for the Core lists. The army lists that function as Allies (which are linked to individual Core lists) or Mercenaries (which will fight for a wide selection of Core lists) all have this spelled out as part of the special rules for that army. Unless otherwise specified, at least half the total of all model and unit choices in the army must be from the same army list as the Force Commander. In other words, a maximum of half the model choices in an army may be Allies or Mercenaries. This rule applies within each choice category as well, meaning that no more than half of your Command, Core or Support choices may be from an Allied or Mercenary army list. Although the full rules are found in the lists themselves, here is a quick overview of what types of armies can work together and how. The Imperium - There are four Core Imperial army lists, the Marines, Sisterhood, Machine-Cult and Guard, and one Ally list, the Imperial Agents. The Core lists can use any model from the Ally list, and through Inquisitor character choices you also have the ability to mix the Core lists to some degree. The Forces of Chaos - There is one Core Chaos army, the Chaos Marine list, and two Ally lists, the Chaos Renegades and the Chaos Daemons. These lists may intermingle to a large extent, and are also connected to the Eldar Corsair, Ork and Tau lists through Chaos Demagogues, who allow you to include alien models in Chaos armies or create independent Chaos alien armies. Eldar Cultures - There is one Core Eldar list, the Corsairs, and four Ally lists, the Prodigals, Cenobytes, Exodites and Harlequins. Corsair lists may include all other types of Eldar, while Prodigal, Cenobyte and Exodite lists may include Harlequins, and Harlequin lists may include no other model types. Orks - The Orks have a Core list with a single Ally list, the Grots. Grots may be included in Ork lists but not vice versa. Tau The Tau do not have any direct Ally list, but have a pseudo-ally relationship with the Kroot list. Mercenaries - The Mercenary lists consist of Kroot Warbands, Genestealer Broods, Outlander Savages, Human Rebels, Squat Enclaves and Hrud Infestations. Models from these lists may be included in most non-Imperial armies, including each other, making them ideal for adding variety to Xenos and Chaotic armies. Isolates - Most non-Imperial armies have fairly free access to mercenary forces, but a couple of groups have no concept of cooperation or even servitude in a conventional sense, and therefore stand alone. These forces include Necrons and Tyranids, whose alien nature means they may include no mercenaries. Other armies who are similar in this regard are Daemons, who only have truck with other Chaos models, Grot Junkers, who are too feeble to attract mercenaries, and Eldar Harlequins, who are so aloof and enigmatic that they do not accept any allies or mercenaries in their armies.

Model Key Words Certain special abilities in the game only work or have special abilities against certain types of model. Models are identified as being of a certain type by what key words they have. Generally speaking, a model's key words include: 1) The name of the army list they are in. For example, any model in the Eldar Exodite army counts as both an Eldar model and an Exodite model. 2) The name of the model entry. A model in a Marine Squire Recon Squad is a Squire (and a

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Recon) model. 3) The entry's Model Type, such as infantry, cavalry or vehicle. Model Type may also include additional keywords, such as Human, Xenos, Abhuman, and so on. The only distinction that is not covered by the above rules is that of living and unliving models. As a general rules, everything in the game is a living model unless it has one of the following key words: Daemon, Necron, or Vehicle. Any models that are an exception to this will be listed as such in their army list entry.

Army Theme Upgrades The different army lists are written with an overall intent that they may be used to represent any "flavour" of the army in question without any modifications necessary - in other words, you do not need a separate Blood Angel army list in order to play a Blood Angel Marine force. However, for players who enjoy having the different flavours of army types actually function differently on tabletop, each main army list has a small selection of upgrades related to background themes, like Marine Chapter Relics and Ork Clan Totems. These upgrades come in different forms depending on the army and the nature of the upgrade. For armies whose themes would generally affect the whole army - for example, most Marine armies belong to a single Chapter, not a collection of units from different Chapters - the upgrade is global, meaning that you buy it for the Force Commander and it then affects the whole army. For armies where themes can be easily mixed, such as Marks of the different Chaos gods, upgrades are local, meaning that they are purchased for models on an individual basis, so you can choose to have your army follow a single theme or diversify as you prefer. Armies with global theme upgrades include Marines, Orks, Eldar and Necrons, and armies with local upgrades include the Sisterhood, Machine-Cult, and Tau armies. Chaos Marine armies can choose to use either global upgrades (Legion Relics) or local upgrades (Daemonic Marks), but not both.

Miniatures The miniatures are at the core of the hobby and the game, and what kind of miniatures to use to represent the different model types in the army lists are left to the discretion of the players. However, it is suggested that players try to stick as closely as possible to using models that are recognisable as to what they represent in the game - for example, if a model is carrying a Heavy Bolter, it is preferable to give them that weapon in the game, rather than giving them a Lascannon. One issue that may confuse is with regard to base sizes. The army list entries do not specify how big the models should be or what size base they should be on. Again, this is left up to the players to decide - having a larger or smaller base size is not seen as a pro or con in terms of game rules. However, as a guideline, you can consider normal infantry models to go on small (infantry) bases, heavy infantry and cavalry models to go on medium (monster) bases, and monstrous creatures to go on large (dreadnought) or very large (flyer) bases. Bike bases are suitable for bikes, cavalry and other quadrupeds. Vehicles and exceptionally large monstrous creatures are usually too big for most bases, so can be fielded without one - just consider being in base contact as being in actual contact with the "footprint" of the model.

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REFERENCES
Common Special Rules

All Terrain - This model/unit may move through difficult terrain without penalty. Berserk - This model gains D3+1 additional close combat attacks on any turn that it charges instead of the normal +1. Bloodlust - While this unit is broken, it must charge 2D6" directly towards the nearest enemy model instead of being allowed its normal movement during your Movement phase. This unit may fight in close combat without suffering -1 to hit or striking last while it is broken. Camouflage - Shooting attacks made against this model/unit from further than 8 away are at -1 to hit. Fearless - This unit never breaks. Flight - This model/unit may advance three times its Movement in inches, but may not run or charge. It may move through any type of terrain and other models at all times. At the end of your Shooting phase, this model/unit may move up to its Movement in inches in any direction if it is not engaged in close combat. Glide - This model/unit may ignore other models when moving and may move through difficult terrain without penalty. Infiltration - This model/unit may be set up 8 outside the normal deployment zone, unless forbidden by the scenario. An infiltrating model may not set up within 12" of any enemy model. Leap - When this model/unit is running or charging, it may move three times its Movement in inches and may ignore terrain and other models. Lumbering - This model cannot run and may only charge in a straight line towards the nearest enemy model in LOS. If there are no enemy models in LOS, the model cannot charge. Martial Frenzy - This model/unit gains +2 extra attacks when charging instead of +1. Martial Paragon - This model/unit gains +1 to hit in close combat against enemy models with a S or T of 5 or more. Skirmish - The coherency distance for this unit is 4 instead of 2. The unit cannot be joined by independent characters. Spirit Driven - If the unit fails a break test, instead of breaking, a number of models in the unit are destroyed equal to the difference between the roll and the units Ld value. The controlling player decides which models are destroyed. Terror - Each model/unit attacking this model/unit in the Shooting or Close Combat phase must first pass a Ld test. If the test is failed, the model/unit suffers -1 to hit. Models that cause Terror automatically pass Terror tests to attack enemy models. Trample - This model gains +D6 additional close combat attacks instead of +1 on the turn it charges into combat. Charging attacks may be made against any enemy model within 2 of this model, not just models in base contact. Unshakeable - While this model is broken, it may still shoot during the Shooting phase at -2 to hit, and does not automatically strike last during the Close Combat phase. Weapon Specialist - This model may fire a heavy weapon without a loader without a penalty.

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Vehicle Damage Tables

Vehicle Glancing Damage Table D6: 1-2 No effect. 3-4 Stalled. May not move next turn. 5 Stunned. May not move or attack next turn. 6 Serious Damage. May not move or attack next turn. All passengers take a S5 hit. One randomly selected system is disabled.

Vehicle Penetrating Damage Table D6: 1 Stalled. May not move next turn. 2-3 Stunned. May not move or attack next turn. 4-5 Serious Damage. May not move or attack next turn. All passengers take a S5 hit. One randomly selected system is disabled. 6 Critical Damage. As above, except two randomly selected systems are disabled.

Vehicle Special Rules

Artillery - Artillery consists of self-propelled ranged weapons crewed by a number of gunners. See the main rules for more details. Bike - Bikes are Fast vehicles. If a damage roll against a bike equals or beats the bikes armour value, make a normal armour save for the bikes rider modified by the Strength of the hit. If the save is failed, the bike is destroyed. The rider of a bike may fight in close combat in the same way as a Walker, but may only ever make one close combat attack per turn. Bikes count as infantry models for the purpose of LOS. Fast - A Fast vehicle moves up to 12 at Combat speed or up to 18 at Fast speed. If the Fast vehicle is a Walker, it moves 9 in the Movement Phase instead of 6. Open-topped - Only vehicles with a transport capacity can be open-topped. The vehicle counts as a heavy transport. An open-topped model that is transporting models which is hit by an enemy attack must rolla D6. On a 5 or 6, a transported model of the owner's choice is hit by the attack instead of the original target. Up to half the transported models in an open-topped transporter may shoot in the Shooting phase with a -1 to hit penalty. Skimmer - A Skimmer may move across any terrain without penalty, and may fire a single ranged weapon at -1 to hit when moving at Fast speed. A Skimmer that suffers the Stalled result on the damage table counts it as a Stunned result instead. Transport (X) - A vehicle with a Transport capacity may move X models at a time around the battlefield. If an equal or fewer number of models than X are in base contact with a Transport vehicle at the end of your Movement phase, you may remove those models from play and consider them to be inside (or atop) the vehicle. At either the beginning or the end of any later Movement phases, you may place the transported models back in base contact with the vehicle. If the vehicle is destroyed while carrying troops, place the troops in base contact before you remove the vehicle from the table. While being transported, a model or unit cannot break. All models being transported count as being in base contact at all times while being transported. A normal transport vehicle may only carry standard infantry models, not heavy infantry or cavalry. A heavy transport may carry heavy infantry, but each model takes up two spaces instead of one. Walker - Walkers have characteristics that include close combat stats, and may fight in close combat in the same way as an infantry model. Walkers may never charge or move at Fast speed, but will always move 6 in the Movement phase. A Walker gains one additional attack for each close combat weapon it is armed with. If a Walker moves into close combat during your Movement phase with an enemy model it had LOS to at the beginning of the phase, it gains +1 Attack even though it did not charge.

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