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6th edition Overview

Turn Summary: 1) Movement Phase 2) Shooting phase 3) Assault phase Movement Phase: Models now move individually; if your Heavy weapon armed model does not move while the rest of your rapid fire armed models do; the Heavy can still fire at full BS because he was stationary. Models generally only Move up to 6 Models with different speeds within a unit may all move up to their maximum speed; but must still remain in coherency(example: a Jump pack equipped model in an Infantry may jump his full 12, so long as at the end of the units turn he is within 2 of another member of his unit. This is a good way to have CC Wolfguard with Jump packs embedded in squads, hiding in the rear and jumping to the fore just before a charge) No moving within 1 of enemy models unless assaulting. May turn to face any direction during/at the end of moves Units already locked in Close combat cannot move in the movement phase. Wobbly model Syndrome is still there.

Shooting Phase: 1) Nominate a Unit to shoot Units locked in combat cannot shoot Running units cannot shoot 2) Choose a Target Check Range and LOS, this may be done to several different units before you choose your target Determine which models can fire; Models can fire if they have LOS to at least 1 Model in the enemy unit, and are in Range to it 3) Roll to hit Same BS chart, subtract your BS from 7 for your target number BS of 6+ has a special re-roll like in 5th Models determine Movement effects on a model-by-model basis Models may snap shot with any non-Ordnance, Template, or Blast weapons; a Snap Shot is performed at BS1

4) Run Running is 1d6 Running is unaffected by Difficult terrain, but a dangerous terrain is still required by that terrain type Running units cannot assault Roll to wound Chart is exactly the same as 5th Multiple toughness values within a unit are taken via the Majority Toughness in the unit(whichever value has the most number of models), or the highest when there is equal numbers of models with different values Total up the number of wounds into a Wound Pool; If you have caused wounds with weapons that have different Strength, Special rules, and/or AP values, group like wounds together into different Wound Pools. Allocate wounds and remove casualties(all same Save) Take Saves Begin applying unsaved wounds to the nearest model to the firing unit; until that model is removed as a casualty. Move on to the next nearest model, and so on and so forth until all unsaved wounds from all wound pools have been applied, or there are no more visible models in the target unit. The shooting player gets to decide which Wound pools to use in which order; but all wounds from any given pool must be allocated before moving on to the next pool(for example a Space wolf grey hunter unit with 2 Plasma guns and a Combi-melta Wolfguard model fire at a Chaos Space marine unit containing an Aspiring Champion; scoring 3 Plasma wounds, 7 Bolter wounds, and a Melta wound. There are 3 Chaos marines closest to the Grey hunters, then the Aspiring Champ, then 6 more chaos marines; the SW player could choose to allocate the Plasma first, then the Melta, then the bolter wounds) Allocate wounds and remove casualties(Mixed Saves) First allocate a wound from the wound pool to the closest enemy. The model gets any saves it has available, if it fails reduce its wounds by 1. If it is reduced to 0 wounds remove it as a casualty. Continue allocating wounds in the above manner to the closest model, taking saves and removing casualties until the wound pool is empty or all visible models are removed as casualties. Shooting considerations: Out of Range: As long as a model in the target unit was in range when the shooting unit rolled its to-hit rolls, all models in the target unit are considered to be in range. Out of Sight: If no models in the firing unit can see a particular model, that model cannot be allocated a wound even if it is the closest model to the shooting unit. Move on to the closest visible unit.

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Instant Death: The same as 5th, excepting that Toughness modifiers count towards ID calculation(a Space marine Bike captain is not Instant Death d by anything other than a S10 weapon) Look out, sir: When a wound is allocated to a Character, and there is another model within 6 in the same unit, he is allowed a Look out, sir attempt. On a 4+ a model from the unit within 6 will have the wound resolved on them instead. The model allocated the wound can be from a model out of LOS. Characters can be allocated a look out, sir wound from another character. 9) Cover Saves Targets must be at least 25% obscured from at least 1 firer to benefit from cover Intervening models/units only confer a 5+ now Any time a Shot passes between 2 members of a unit, even if the target is completely visible, the target has cover. Shooting over models is not shooting through an intervening model/unit. Models in your Own unit never grant a cover save, nor Block LOS Razorwire is a 6+ Forests, and all Area Terrain is a 5+ Ruins, ruined fortifications, and trenches are all 4+ Fortifications are a 3+ If the target unit occupies different areas of cover(4 models in a forest, 3 in the open, 3 behind a wall); you may declare that you are going to use Focus Fire; You must declare this before rolling to hit. When you choose to Focus fire, you declare a Cover save(Ex: 4+, or 2+, etc), your opponent may only allocate wounds to models with the declared Cover save or worse. You determine which models can use cover saves before rolling to hit; those models will be eligible to receive wounds even if the unit goes to ground and that increases their Cover save to better than that which was declared(Ex: Unit used above has focus fire declared on it with 5+ as the best save available, the unit then goes to ground, the models in the forest are still eligible for wounds even though they now have a 4+ cover save). Assault Phase: 1) Charge Sub-phase: First choose a unit to assault with; and declare that units charge target Units that are already locked in combat, Ran in the Shooting Phase, Gone to Ground, Or shot Rapid fire, Salvo, Heavy or Ordnance weapons in the Shooting phase, or are falling back may not Charge Units that shot in the shooting Phase may only Charge the unit they shot at. The Charge Target gets to Overwatch, which is a Snap-shot from all models that can shoot. Template weapons may Overwatch, even though they cannot Snapshot; they deal D3 auto-hits at the S+AP of the Template weapon; this is automatic, and there is no need to place the template.

If a unit is already engaged then it may not fire Overwatch; Units may only fire with Overwatch once per turn. Roll 2d6 for charge Range. The Closest model must move first; trying to get into base to base contact with an enemy model. Then each other model will move in(all up to the 2d6 rolled for earlier) Each model must attempt to make Base contact with an enemy model, if this is impossible, they must try to get within 2 of a model in their unit that is in Base contact. If it is impossible for your model to do this, it must simply end its charge move in Coherency. Charging through Difficult terrain is taken on 3D6 and discarding the Highest result. If any 1 model within the unit has to charge through difficult terrain, the Whole unit is at Initiative 1 for this turn of Combat. If any charging models must move through dangerous terrain they each take an individual Dangerous terrain test as normal. Failed Charge: If the first Model cannot make contact with the enemy unit then the charge has failed; move on to the next Charge(remember Overwatch shots are resolved before the 2D6 was ever rolled) Follow all the above steps with each unit you wish to charge with. 2) Fight Sub-phase: Choose a Combat: the Player whose turn it is gets to determine the order in which the combats are resolved. Begin Working your way through the Initiative steps starting at Initiative 10. The first part of any Initiative step is a Pile in move of 3 by the models with that Initiative value. The first models to pile in are those that can reach Base Contact, then the models that can get within 2 of a friendly model in their unit that is in base contact, and finally any models that cannot make it within 2 must press as close as possible to enemy models. Pile-in moves are not affected by Difficult Terrain, though they still take dangerous terrain tests. Models then make their attacks with the same Chart as from 5th edition; gaining Bonus attacks for Charging, for wielding 2 Single handed weapons, or any other bonus attacks they are entitled to via special rules. They then roll to wound as normal. Wound allocation goes first to models in base contact with models attacking in the current Initiative step, the player controlling the wounded models gets to choose which model in base contact is allocated the wound if there are multiple eligible models. saves are also the same as Shooting, excepting that cover saves are not taken in Close combat and the saves are taken after wound allocation.

Once a wound is allocated to a particular model all other wounds from this pool must be allocated to that same model until either it is removed as a casualty, or there are no longer any wounds left in the pool. If a model is removed as a casualty before its Initiative step comes up it does not get a chance to strike back. You continue the above for every Initiative step until every Initiative Value has had a chance to act. Look out, sir functions in Assault as well as shooting. 3) Determine Assault results: Total up all the unsaved wounds inflicted by each side from any source during the Fight sub-phase(no matter what their source was) Wounds in excess after a units complete destruction do not count; nor do any wounds removed by any source. The side that has less Unsaved wounds inflicted on the enemy, has lost the combat. All units that have lost the combat take a morale check with a -1 for each Wound by which their side lost. Our Weapons are Useless: If the unit is locked in combat with an enemy they have no chance of harming; they may choose to automatically fail the Morale test. If a unit fails their Morale test they will fall back, and the winners may make a sweeping advance. For the Sweeping Advance both Sides roll a D6 and add the highest Initiative Characteristic they have available on their side. If the fall back unit wins this roll-off; they disengage and make a Fall-back move(the Winning side consolidates if it is not still locked in combat). If the Winning units roll is equal to or greater than the Losing units roll; the falling back unit is destroyed. Multiple Charges are allowed, but will be separated into Primary and Secondary targets, and will be disordered, losing out on the +1 Attack/model for charging. Primary targets are the first unit declared as a Charge target; if the charging unit Shot in the shooting phase, the Primary target must be the unit that was shot. Secondary Targets are any other units that the Charging player declares as secondary targets; All Charge targets must be declared at the same time, and if you do not declare a unit as a charge target you cannot contact them. There is an End of Combat Pile in for any units that were engaged at the beginning of the fight sub-phase; this is a 3 move with all models involved. If a unit has decisively won a combat(through destroying all enemy models, a Sweeping advance, or the enemy unit Breaking off) the unit may make a Consolidation move of up to d6. Morale: 1) How to Check:

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Roll 2d6, added together. Equal to or less than your units Ld value(highest Value in the squad) is a Pass; Greater than your units Ld Value fails. A roll of Double 1s is always a Pass. When to test: If 25% or more of a unit is removed as casualties in any given Movement or Shooting phase, the unit must take a morale check at the end of that phase. Losing an Assault as detailed in the assault rules. Fall Back: Units fall back immediately upon failing a Morale test. Most units Fall Back 2d6 The only moves a unit that is falling Back can make are fall back moves until they regroup. Fallback moves have each model moving directly towards their table edge by the shortest route possible If there is no Own Table edge in the mission being played, falling back units move directly toward the nearest board edge. If any model in a Falling back unit contacts the board edge; the whole unit is removed. If a Unit is falling back from close combat the models may move through any models involved in the combat. These models also get place more than 1 from any enemy models if it did not have sufficient movement to do so on its own. Units falling back may continue to shoot(including Overwatch, and Psychic Shooting attacks), but will only fire Snap shots. Falling Back units cannot Go to ground and automatically pass all pinning checks. Regrouping: You test to regroup in the movement phase just prior to Moving If at least 25% of the unit is still alive when attempting to regroup; it is a normal Ld test. If there is less than 25% of the unit remaining then the Ld test can only be passed with an Insane Heroism(double 1s rolled) If a unit fails the regroup test it must immediately continue to fall back. If the unit succeeds its regroup test it may immediately move up to 3; this move ignores difficult terrain but Dangerous terrain tests will still be taken as normal. This move must be made to attempt to bring the unit back into coherency if it is out of Coherency. A unit that has regrouped cannot move further this turn(no running or assaulting). The unit can Fire but counts as having moved, and can only fire Snap shots. Fallback and Assaults: A unit falling back cannot charge. If the unit has a charge declared against it will test to regroup as soon as it is found to be within Charge range: this test is always with full Ld, even if under 25% strength. If the regroup test is failed the Falling back unit is removed from the table as casualties at the end of the charge subphase.

If the regroup test is successful the falling back unit regroups without moving and fights as normal If the unit was declared a target of a multiple assault, and Fails the regroup test, then the models Continue to move against the other enemy units targeted.

Special rules: 1) Acute Senses: Units that contain at least 1 model with Acute Senses moving on from a random board edge(such as with Outflanking) my re-roll to determine which table edge they arrive on. 2) Adamantium Will: Units that contain at least 1 model with Adamantium Will receive a +1 bonus on rolls for Deny the Witch. 3) And They Shall Know No Fear: Units that contain at least 1 model with And They Shall KInow No Fear automatically pass all tests to regroup. Furthermore these units are allowed to Move, Shoot, and Assault normally in the turn in which they regroup(in addition to the 3 regroup move). If these units are caught by a Sweeping advance they are not destroyed but remain locked in combat. Additionally these units are immune to fear. 4) Assault Vehicle: Passengers disembarking from access points on a vehicle with this rule can charge on the turn they do so, even if the vehicle was destroyed. 5) Armourbane: If a Model has this rule, or is attacking with a weapon that has this rule, It rolls 2d6 for Armour Penetration rolls in close combat. Shooting attacks with Weapons that have Armourbane will similarly roll 2d6 for penetration. 6) Blast, and Large Blast: Same as 5th excepting the Center Hole must start entirely over a target model, and the center whole must be entirely within the weapons range prior to scatter. Wounds from blasts that scatter out of range or LOS may be allocated to those models. Units firing more than 1 shot with the Blast rule resolve each shot separately. If a Blast weapon gets a re-roll to hit you re-roll the Scatter and Both d6 Blast weapons cannot be fired with Snap shots. 7) Barrage: Follows all rules for Blast, plus can Fire indirectly. Indirect Fire only occurs when target is within Minimum range and/or Out of LOS. Indirect fire does not reduce Scatter based on BS. Cover Save Eligibility is determined from the Center hole of the blast marker (whether or not the shot was Indirect) Wound allocation is as normal, excepting that the wounds from a barrage weapon are considered to have come from the center of the blast. Vehicles are always hit on their side armour. Barrage weapons always have the Pinning Special rule. Multiple Barrages are the same as in 5th, excepting 3 Points: 1. Multiple Barrage happens based on multiple Shots, not weapons. 2. The Closest Barrage weapon fires first, the rest of the Markers in the unit scatter off of that marker. 3. Each Blast Marker is treated as a Separate source of Wounds, using the allocation rules above.

8) Blind: Any unit hit by Model or Weapon with this rule must immediately take an Initiative Test. If the test is Failed all models are reduced to WS1 and BS1 until the end of their next turn. If a Blind attack hits its own unit they automatically pass the Initiative test. 9) Brotherhood of Psykers/Sorcerers: A Unit with this rule counts as a Mastery Level 1 Psyker with the following; Unit uses the Ld of the units Character(if there is one), or of the unit(if there is no character) for Psychic Tests. The unit can never use the LD of an Attached IC for Psychic Tests. Perils of the Warp, and any other attacks that target Psykers, are resolved against the Character(if there is one), or a random member of the unit(if there is no character) 10) Bulky: there are 3 Tiers; Bulky: Bulky models take up 2 Models space in transport Vehicles. Very Bulky: Very Bulky models take up 3 Models space in transport Vehicles. Extremely Bulky: Extremely Bulky models take up 5 Models space in transport Vehicles. 11) Concussive: Any Model that suffers 1 or more unsaved wounds from a weapon with this rules is reduced to Initiative 1 until the end of the following Assault Phase. 12) Counter-Attack: If a unit containing at least 1 model with this rule gets charged(contact is made); it immediately takes a Ld test. If the Test is successful all models with the Counter-Attack rule receives +1 Attack until the end of that assault Phase. Units already Locked in combat when they are charged cannot attempt a Counter-attack. 13) Crusader: Units Containing at least 1 model with this rule roll an extra Dice for run moves, using the Highest result rolled. In addition Units that benefit from this rule add an additional d3 for each sweeping advance roll they make. 14) Daemon: Models with the Daemon Special rule have a 5+ invulnerable save and have the Fear Special rule. 15) Eternal Warrior: Models with this rule are immune to the effects of Instant Death. 16) Fear: At the start of each Fight Sub-phase a Unit in base contact with at least 1 model with Fear must take a Leadership test(called a Fear Test)before any attacks are made. Units that Fail the Fear test are reduced to WS1 for that Fight Sub-phase. 17) Fearless: Units containing 1 or more models with the Fearless rule automatically pass all Morale, Pinning, Regroup, and Fear tests; but these units cannot Go to ground nor choose to automatically fail the morale test via the Our weapons are Useless rule. 18) Feel No Pain: When a Model with this rule suffers an unsaved wound it may make a FNP roll(this test is in no way a saving throw). Roll a d6 each time the model suffers an unsaved wound, on a 5+ the unsaved wound is discounted(treat it as having been Saved). FNP rolls cannot be taken against wounds that cause Instant Death. If the model with Feel No Pain has a number in Parenthesis, then that number is the number required for the FNP roll; Example: FNP(4+) would succeed on any roll of 4 or higher. 19) Fleet: A unit comprised entirely of models with this rule may reroll 1 or more of the dice when determining a Run or Charge distance(yes, a single dice in a Charge roll can be rerolled leaving the other result).

20) Fleshbane: Models or melee weapons with this rule always wound on a 2+ in close combat. Ranged weapons with this rule always wound on a 2+ when shooting. This rule has no effect on vehicles. 21) Force: Works like Nemesis Force weapons now. 22) Furious Charge: Models with this that have Charged into combat this turn add +1S to their Profile until the end of turn. If the model has a Disordered Charge(Multiple assault Charge rule negating the +1A bonus); it does not gain the +1S. 23) Gets Hot: On any To-Hit roll of 1 the model firing a weapon with this special rule suffers a saveable wound(Vehicles take a Glancing hit that they avoid on a further roll of 4+). Gets Hot weapons that do not make To-Hit rolls still roll a single D6 per shot, suffering the effects for every 1 rolled. If the Model is entitled to a reroll on the gets hot weapon then only the result of the reroll stands(a 1, that is then rerolled to be a 4 does not trigger the gets hot Wound). 24) Hammer Of Wrath: If a model with this rule charges and ends the Charge move in Base contact with the enemy it may make a single Initiative 10 attack at the models Unmodified Strength and AP-; This attack does not grant a Pile in Move. 25) Hatred: Hatred will have a Specific unit or an Army in subsequent Parenthesis; this is the Hated Foe. All Close combat attacks missed against a Hated foe may be rerolled, but only during the first round of combat against that foe. 26) Haywire: When a weapon with this rule hits a vehicle roll a d6 instead of rolling for Armour Penetration. On a roll of 1, there is no effect. Rolls of 2-5 cause a single glancing hit. A roll of 6 will cause a penetrating hit. 27) Hit & Run: Units containing at least 1 model with this rule may attempt to disengage when locked in combat at the end of any assault phase. The attempt is made Via an Initiative test; if passed then choose a direction and roll 3d6. The result of the roll is the distance that all models in the unit shift to in Inches(but only if no models are within 1 of the enemy models they were just engaged with). The enemy unit(s) now consolidates d6. Hit & Run moves are not slowed by difficult terrain but treat all other terrain as normal. The unit cannot make contact with Other enemy units and will stop 1 away from them. 28) Ignores Cover: Cover saves cannot be taken against wounds caused by a weapon with this rule. 29) Infiltrate: Units containing at least 1 model with this rule are deployed Last(after all models from both sides have been deployed); If both sides have Models with Infiltrate roll-off, the winner of this roll-off decides who deploys theirs first, then alternate deploying Infiltrating units as even as possible. Infiltrators deploy anywhere on the table that is more than 18 from any enemy models(or more than 12 if no enemy models have LOS to them). Infiltrating units cannot Charge first turn. Infiltrate confers Outflank when the unit is placed in reserve. Units with Infiltrate can confer Infiltrate to their Dedicated Transports but must be deployed embarked. 30) Instant Death: Unsaved wounds caused by an attack with this special rule automatically inflict Instant Death regardless of toughness. 31) Interceptor: At the end of an enemy movement phase, a weapon with this rule can be fired at any 1 unit that has arrived from reserve within range and LOS. If the weapon is fired in this manner it may not fire in the next turn. If a weapon has both Interceptor and Skyfire; then it may fire at all targets with its full BS(unless it is firing snapshots).

32) It Will Not Die: At the end of each friendly turn roll a d6 for each model with this special rule that has less than its starting number of wounds or hull points, but has not yet been removed as a casualty or destroyed. On a 5+ that model regains a lost wound or hull point. 33) Jink: A model with this rule that had moved in its movement phase has a 5+cover save until the start of its next movement phase. Models with this rule that move flat out or turbo-boost instead have a 4+ cover save. 34) Lance: weapons with this rule treat all Armour Values above 12 as 12. 35) Master Crafted: weapons with Master Crafted allow the user to reroll 1 Failed To Hit roll per turn. 36) Melta: Ranged weapons with this rule that hit a vehicle at half of their maximum range or less roll an additional d6 for Armour penetration. 37) Missile Lock: Missiles fired by a vehicle with this

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