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W TM A R H A M M E R 4 0 , 0 0 0 There is no time for peace. No respite. No forgiveness. There is only WAR. ™ ENGLISH www.games-workshop.com Printed in China WARHAMMER 40,000 Condensed Rule book PRODUCT CODE 60010199005 www.games-workshop.com or more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is the There is no time for peace. FMaster of Mankind by the will of the gods and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the No respite. Imperium, for whom a thousand souls die every day, for whom blood is drunk and flesh eaten. Human blood and human flesh – the stuff of which the Imperium is made. No forgiveness. To be a man in such times is to be one amongst untold billions. It is to live in the cruellest and most bloody regime imaginable. This is the tale of those times. There is only WAR. It is a universe you can live today – if you dare – for this is a dark and terrible era where you will find little comfort or hope. If you want to take part in the adventure then prepare ™ yourself now. Forget the power of technology, science and common humanity. Forget the promise of progress and understanding, for there is no peace amongst the stars, only an eternity of carnage and slaughter and the laughter of thirsting gods. But the universe is a big place and, whatever happens, you will not be missed… ™ CONTENTS INTRODUCTION . .iii Assaulting through cover . .36 Open-topped vehicles . .70 FIGHTING A BATTLE . .iv Grenades . .36 Fast vehicles . .70 Size of game . .iv Determine assault results . .39 Skimmers . .71 Check morale . .39 Walkers . .72 THE RULES . .1 Sweeping advances . .40 Dreadnought close DICE . .2 Pile-in! . .40 combat weapons . .73 Consolidation . .40 MODELS & UNITS . .3 Shooting into & UNIVERSAL SPECIAL RULES . .74 Measuring distances . .3 out of close combat . .40 Counter-attack . .74 Unit types . .4 Multiple combats . .41 Eternal warrior . .74 Close combat weapons . .42 Fearless . .75 CHARACTERISTICS . .6 Feel no pain . .75 MORALE . .43 Fleet . .75 THE TURN . .9 Morale checks . .43 Furious charge . .75 Fall back! . .45 Hit & run . .75 THE MOVEMENT PHASE . .11 Regrouping . .46 Infiltrate . .75 Movement distance . .11 Move through cover . .75 Unit coherency . .12 CHARACTERS . .47 Night vision/acute senses . .75 Terrain . .13 Independent characters . .47 Preferred enemy . .75 Independent characters Rage . .76 THE SHOOTING PHASE . .15 joining & leaving units . .48 Relentless . .76 Disallowed shooting . .15 Special characters . .49 Scouts . .76 Run! . .16 Slow and purposeful . .76 Check line of sight & pick a target . .16 PSYKERS . .50 Stealth . .76 Check range . .17 Force weapons . .50 Skilled rider . .76 Roll to hit . .17 Stubborn . .76 Roll to wound . .19 UNIT TYPES . .51 Swarms . .76 Take saving throws . .20 Monstrous creatures . .51 Tank hunters . .76 Cover . .21 Jump infantry . .52 Turbo-boosters . .76 Going to ground . .24 Jetpacks . .52 Vulnerable to blasts/templates . .76 Remove casualties . .24 Bikes . .53 Complex units . .25 Jetbikes . .53 BUILDINGS & RUINS . .77 Multiple-wound models . .26 Beasts & cavalry . .54 Defining buildings and ruins . .77 Artillery . .55 Buildings . .78 WEAPONS . .27 Ruins . .82 Weapon types . .28 VEHICLES . .56 Template . .29 Vehicle characteristics . .56 ORGANISING A BATTLE . .86 Blast . .30 Vehicles & measuring distances . .56 Agree points limit & choose forces . .86 Pinning . .31 Vehicles and movement . .57 Prepare the battlefield . .88 Gets hot! . .31 Roads . .57 Select a mission . .90 Twin-linked . .31 Vehicles Shooting . .58 Seize Ground . .91 Rending . .31 Shooting at vehicles . .60 Capture & Control . .91 Sniper . .31 Vehicle Damage Table . .61 Annihilation . .91 Barrage . .32 Vehicles & cover . .62 Deploy forces . .92 Melta . .32 Smoke launchers . .62 Pitched Battle . .92 Lance . .32 Grenades . .63 Spearhead . .93 Vehicles and assaults . .63 Dawn of War . .93 THE ASSAULT PHASE . .33 Vehicles and morale . .63 Mission special rules . .94 Declare assaults . .33 Units of vehicles – squadrons . .64 Disallowed assaults . .33 Vehicle types . .65 REFERENCE . .104 Move assaulting units . .34 Transport vehicles . .66 VICTORY POINTS . .116 Defenders react . .34 Dedicated transports . .67 Fighting a close combat . .34 Tanks . .68 QUICK REFERENCE SHEET . .117 ii WARHAMMER 40,000: Introduction INTRODUCTION Welcome to the dark future of Warhammer 40,000. Warhammer 40,000 is far, far more than just a game. It is You will have realised by now that Warhammer 40,000 an engrossing and fulfiling pastime that allows you to differs from normal games. There are unlimited possibilities collect and paint armies of Citadel miniatures and then use and players must be prepared to expend time and effort them to fight tabletop battles. collecting, assembling and painting their models and setting up their battlefields. If all this sounds like hard Warhammer 40,000 is set in a savage future age where work, you’re right – it is! Glory on the battlefields of the Mankind must battle for survival in a galaxy riven by far future is not won lightly. destruction and bloodshed. It is a time when the power- armoured Space Marines and the uncountable numbers of Creating the magnificent spectacle of a fully painted army the Imperial Guard must stand against the slavering hordes is an accomplishment one can be rightfully proud of. Once of alien warriors. you’ve taken part in a tightly contested battle between well-painted miniatures raging across fully modelled terrain The Warhammer 40,000 game puts you in command of a you’ll be hooked. And you’ll be joining a community of futuristic army of infantry squads, powerful fighting thousands upon thousands of gamers across the world. If vehicles, mighty heroes, and even monstrous alien you are anything like us, you will soon be spending creatures. These armies of miniatures do battle over your endless hours thinking about what to collect next, tabletop, floor, or any area large enough to contain the deciding how to paint your latest model, and devising warring forces. game-winning tactics for your next battle. WARHAMMER 40,000: Introduction iii FIGHTING A BATTLE A Tau Empire force faces a Tyranid swarm on a beautifully modelled battlefield. Each army totals 1,500 points – about right for an evening’s game. A massive game with 5,000 points per side, played on an extra-large table – an all-day battle! SIZE OF GAME The size of a Warhammer 40,000 battle is determined by three factors – how many models you have to choose from, how much time you can dedicate to the battle, and what type of game or mission you plan on playing. Generally speaking, in a small game of Warhammer 40,000 each player has an army of between 500-1,000 points. To play out a standard mission for a game of this size will take about an hour. Medium-sized matches of between 1,000- 2,000 points usually take an evening to finish. Large battles of over 2,000 points can take all day or even longer. Very experienced (or plain ambitious) players will even play matches of enormous size with added unique mission rules. These massive battles may last a weekend or longer and will almost certainly require a gaming space where models can be left standing over night! iv WARHAMMER 40,000: Fighting A Battle For your first few games, using a small army will keep things manageable. This small force is composed of a Space Marine Chaplain and a Tactical squad – roughly 250 points-worth. A multi-player bash, using 1,000 points each. The winner gets free drinks all night! vi WARHAMMER 40,000: Building An Army WARHAMMER 40,000: Building An Army vii THE MOST IMPORTANT RULE! any cost is less important than making sure both Warhammer 40,000 is an involving game, with players – not just the victor – have a good time. If a many different armies, weapons and possibilities. In dispute does crop up then work out the answer in a a game of this size and complexity there are bound gentlemanly manner. Many players simply like to roll- to be occasions where a particular situation lies off and let the dice decide who is right, allowing outside these rules, often when unusual models them to get straight back to blasting each other to interact. At other times you may know the rule is pieces. After the game you can happily continue covered but you just can’t seem to find the right your discussion of the finer points of the rules, or page. Then again you may know the rule, but the agree how you will both interpret them should the reality of exactly where your models are on the table same situation happen again. You.