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THE FOLLOWING ARE NEVER TO BE USED FOR PROFIT AND IN NO WAY INTEND TO
INFRINGE ON GW IP. THEY ARE JUST A COMBINATION OF RULES USED TO PLAY
TABLETOP GAMES.
ORRRRR
Move phase:
6” for most infantry.
Tanks 12”, Walkers 6-12”?
Fast vehicles 18”?
Advance: infantry move D6” but cannot shoot! Unless certain weapon types/rules
Tanks 6”? or 2D6? Maybe fast go 2D6?
Psychic/Magic/Ability phase:
if applicable, psykers/wizards or fucking whatever can
Cast spells or use abilities.
Deny the witch: mod. From 8th ed.
Shoot phase:
Yeah they shoot. Up to max range.
Use ballistic skill for this.
BS 1 2 3 4 5+
Roll needed to hit 6 5+ 4+ 3+ 2+
*a 1 always misses.
Weapon types:
Assault: can move and shoot up to max range. Can always charge
Can advance and shoot as if moving and firing heavy weapons.
Pistol: Can move and shoot once up to 12”. Can charge.
If stationary, can shoot twice up to 12”. Cannot charge.
IF RF rules change so 2 shots stationary can charge, then this should too.
Can advance and shoot once, and still charge(?)
Heavy: Can move and shoot at 6 (5+?) to hit. NOT -1. Too easy for 2+ and 3+. Lookin at
you, spehss marines.
Can stand still and shoot at BS.
Cannot shoot and assault. Or maybe can, but assault is 1D6 instead of 2D6…
This would mean a model with a heavy weapon could fail a 2” assault.
Cannot advance and shoot.
Exception: slow and purposeful (4th) – only move D6 but can shoot.
**S&P allows for 2D6, pick the highest.
Or combination? Can move D6 and shoot at -1 or something OR can stay stationary and fire
normally…
Assault phase:
Definitely like to hit being both attacker and defender WS dependent, instead of just hitting
on 5+ or something.
WS as of 4th:
Defender WS
1 2 3 4 5 6 7 8 9 10
1 4+ 4+
2 4+ 4+ 4+ 5+
3 4+ 4+ 4+ 4+
4 4+ 4+ 4+ 4+ 4+
Attacker WS 5 4+ 4+ 4+ 4+ 4+ 4+
6 4+ 4+ 4+ 4+ 4+
7 4+ 4+ 4+ 4+
8 3+ 4+ 4+ 4+
9 4+ 4+
10 4+