Models on different levels that do stand on top of each other count as being 4 away, if the real distance is not greater. Measure the distance to models two or more levels above or beyond as normal. This bends the rules of geometry but makes it easy to decide if two models standing directly one above the other are in unit coherency they are , are 1 away from enemy models, are in weapon range or are engaged in close combat.
Template, Blast and Rail weapons These weapons only hit a single level. The controlling player of the firing model can choose one level after scattering if applicable. Only models on this level are affected by the weapon. Note that even barrage weapons can hit a lower level to represent bunker busters or other shots that penetrate several stories before exploding.
Terrain types for special unit types It is possible to limit the effects of a terrain rule to certain unit types. For example, tank traps may be declared as impassable for vehicles, but merely difficult for other unit types.
For the sake of a smooth game it is advisable to use this as sparsely as possible. This is not to say that models will not interact with the building - it will of course block line of sight and provide cover for models sheltering in its lee.
Remember that jump infantry, jetbikes and skimmers and other units that can move over impassable terrain can land on top of an building, if the roof itself is not declared as impassable. As usual, a brief discussion with your opponent about the building before the game begins is well worthwhile. If a defensive structure is part of an army and can be entered by troops of this side, it is called a fortification. Fortifications are not terrain and are explained on page Clear terrain, sometimes called open terrain, can be moved across without any penalty, and generally covers most of the battlefield.
If a rule affects a unit that is in terrain, it doesnt affect units on clear terrain. The term terrain refers unequivocally to rough terrain. Clear terrain does not have to be flat, though. There can be gentle hills and hollows that are not large enough to affect the movement of the unit or spend cover. Units that consolidate ignore terrain. A unit that ignores terrain is not subject to the difficult and dangerous terrain rules. The unit is still affected by the terrain types multi-level, dense, and impassable.
It does not have to sacrifice any movement to activate a Climb action, though. A unit does not receive the increased Initiative from an Alpha Strike if it was assaulted by a unit that ignores terrain this turn. If a single model in the unit does not ignore terrain, the whole unit is subject to the normal terrain rules. BUILDINGS The bloody battles of the 41st Millennium often envelop cities, towns, defence lines, research outposts, hab blocks, pumping stations, army barracks, mining colonies, space ports, tribal forts, ancient tombs, sacred shrines and countless other types of building.
In the middle of a war zone, such structures are generally deserted and not habitable. Therefore buildings that are terrain are impassable and cannot be entered by either side in a standard game the Narrative games section expands the rules for terrain and makes it indeed.
Jump troops are equipped with a means to be propelled into the air. They cannot outright fly but use their velocity to stay above the ground. Jumping units can move over all models and all rough terrain freely during Move actions and Consolidations. Jumping units do not have to spend a part of their movement to perform a Climb action in multi-level terrain and can enter terrain at every point, not just its borders.
Units cannot use this special rule during a Ramming move. The warrior is highly practiced in moving through perilous warzones. Title aside, models with this ability automatically pass any dangerous terrain test. Airborne units are even better at evading obstacles than jumping units.
As natural flyers they are able to hover and move with greater accuracy. Airborne units have the Jump rule. In addition, if a unit ends any other move than a Flat-out or Charge move in terrain, it ignores the dangerous and difficult terrain types as well. Note that the unit still gets a cover save from a piece of terrain it ends the movement in or behind.
We assume that the squad swoops down when it comes under fire. Some units are especially adept at moving through difficult terrain. A game of Warhammer 40, represents the ebb and flow of battle but, in order to turn the chaos into a manageable game, the game is divided into usually six game cycles. Each unit acts precisely once during a game cycle. The order in which the units take turn to move, fight, shoot and then consolidate their positions depends on the mission played.
In a classic game of two players, the players alternate taking turns moving and fighting with all their units. So, one player will move and fight with his forces first, then his opponent will move and fight until the game cycle is resolved and the next game cycle begins. This process helps everyone to keep track of what is going on and makes it easier to know when one units actions are over and a unit of the opposing player can start taking its turn.
Turn order The order in which units fight during a game cycle can vary quite drastically. In some missions a unit takes its turn alone and units of both sides alternate until all units have moved.
In other missions a part of the players units take their turn together. The units may be grouped together based on their position on the battlefield, their effectiveness in their last turn or by the players choice. If more than two players take part in the game, the turn order becomes even more important. However, the most standard way a Warhammer 40, battle is fought is by two players who each fight with all their units in a single turn as described below.
See the Movement rules for more details of how to move you forces. The Assault phase Assaults are bloody, desperate affairs where units are fighting in close combat. This means that both forces can fight in an Assault phase. The Assault rules will tell you more about them. The Shooting phase The player can shoot with any of his units that can see an enemy.
See the Shooting rules for more details about how to resolve this. The Consolidation phase When the dust of the fighting settles, units regroup, consolidate their position and treat wounded models. The Consolidation phase rules will tell you how to resolve all of this. Standard turn order In the overwhelming number of games with two players, the units act in standard turn order.
In a complete game cycle, both players get a turn, during which they perform the actions of all their units in the appropriate phases the Movement, Assault and Shooting and Consolidation phases to be precise. Exactly what happens in each phase is described later. Hence one game cycle will normally comprise two turns. Whenever a rule uses the word game turn, both in this rule book and in the Codex books, it means game cycle. Because the rules are mainly written for two player missions, a turn is sometimes referred to as player turn.
If you play a mission with a differing turn sequence, simply replace the term player turn with turn or unit turn. TURN During its turn, a unit performs every action the player orders it to, but once its turn is finished, it cannot act again during the game cycle.
In a standard game, several units share the same turn and act together. For convenience, the actions of moving, fighting, shooting and consolidating are dealt with one after the other. This means in their turn you move all models you want to first, then you fight close combats and finally shoot with any who can. The turn ends with a bit of cleaning up. Who goes first? When ends the game? Who wins? The answers to these questions depend on the mission being played.
See page Turn Sequence Exceptions There are times when a player is allowed to perform actions during their opponents turn fighting in an assault being the most common example.
It may also be convenient to interrupt a turn because of some event occurring, like a booby trap being triggered. Whatever the reason, after the interruption, the turn sequence always continues as normal. The opposing player Several rules refer to the opposing player. In a game with two participants this term is selfexplanatory. In bigger games with more players a little more clarity is needed.
Controlling player In most cases the player who controls the unit that is affected, rolls the dice, makes decisions and moves the models. If not specified otherwise, opposing player refers to the controlling player of the unit in question.
Keeping track of There are a few things you will need to keep track off during the game: - The movement speed of a unit influences its shooting performance and often its staying power in the enemy turn. You need to keep track of the number of injuries. Most notably, vehicles can be damaged multiple times before they are destroyed.
During your first games it is helpful to use markers next to the unit in question as a reminder or to write it down on your army roster or a spare piece of paper.
Over time you will get more accustomed to these things. Upcoming player If the opposing players are called upon to make a common decision, the upcoming player takes their place and decides alone.
The upcoming player is the player who has the next turn or who controls the units that have the next turn. In turn order If more than one players are able to react to a given situation, they have to take turns to resolve the situation. The upcoming player begins and acts with all eligible units.
When he has finished, the player that comes after him acts with his units, and so on. This is called to act in turn order. Once this turn in a turn is resolved, continue with the normal turn. It probably the most tactically important phase. Getting models into the right position on the battlefield is often the key to victory.
For example, you can send them into the attack, move them into cover, retreat from a superior foe or sweep around an enemys vulnerable side or rear. Start with rules that are used at the start of the game cycle if this is the first turn in the cycle. You can choose the order in which you work these rules off. When every such rule is resolved, continue with rules that are done at the start of the turn in a similar fashion.
Rules that are used at the start of the movement phase come last. A notable exception is any rule that influences reserves. These are resolved immediately before any reserve rolls are made. Units that have lost their unit coherency must restore their formation during the step of the Movement phase.
This move is a so called Consolidation that is described on page Place reserves. Initial actions. Perform actions that are done at the start of the Movement phase. Choose a unit to move. Declare Move action. Measure the allowed movement distance and decide if the unit enters terrain. Move any or all of the models in the unit up to their maximum move distance.
Repeat steps 4 through 8 until movement is complete. If a unit is not in unit coherency at the start of its Movement phase and is not locked in a close combat, it is forced to move as described by the following sequence. This is a Consolidation and does not replace the normal Move action of the unit. It can act normally after regaining its coherency. The squad leader and every model that is in coherency with him are not moved. Pick the model that is nearest to this group but not in coherency with it and move it the shortest possible distance to bring it into coherency with this group.
Repeat this until the unit has completely regained its coherency. The player receives victory points for achieving objectives.
The challenge is to fulfill these goals before you have the chance to move. Your units have to endure a whole game cycle in order to score. The movement distance depends on the chosen Move action. Once a unit has completed all of its movement, the player selects another unit and moves that one, and so on, until the player has moved all of the eligible units he wishes to move. Once you have started moving a unit, you must finish its move before you start to move another unit, and you may not go back and change the move already made by a previous unit.
After counting victory points it is time to call in the reserves. Reserves are an important part of every mission and are described in great detail on page Before you move any units, units that arrive from reserve are placed on the table. The units can act normally in this turn as if they have arrived just before the turn started.
Assume that the reinforcements have taken an advantageous position unnoticed by the fighting troops. Choose a Move action You can choose between different Move actions but a unit is only allowed to perform a single action with the type Move in its Movement phase.
Before you move a unit or measure any. If a unit has performed any Move action except Turn it is called to have moved. If it has performed a Turn or no Move action at all, it is called to have remained stationary. The ability to perform other actions in later phases depends on the chosen speed. Therefore, you have to remember the Move action of each unit. You dont have to remember the exact distance, though. All models in a unit must perform the same Move action, e.
Measuring distances Before you start to move the models you can measure where your models would finish their move. It is perfectly fine to measure a units move in one direction, and then change your mind and decide to move it somewhere else or decide not to move it at all. You can decide whether you wish to go through terrain while you are measuring. However, you cannot change the declared Move action.
A model must move around obstacles. You cannot just measure the distance from the starting point to the end point of the movement. However, you measure only the horizontal movement of the model and disregard any vertical movement. Hold the tape measure horizontally in the air above the model and measure the distance between the model and its destination pretending the movement was completely flat. This is an exception to the normal rules for measuring distances.
The unit does not move, but the models may turn on the spot. The unit still counts as being stationary. A Combat move is the basic type of movement and enables the unit to shoot afterwards. A Combat move is a careful advance covered by bursts of gun fire.
Units can move up to their full Move value in inches for a Combat move sometimes called moving at combat speed. A unit cannot perform actions with the type Stationary until it regains combat-readiness in its Consolidation phase but is not impaired otherwise. Running is considerably faster than a Combat move. Running units try to close up to the enemy at any cost or reach a crucial position in time.
For motorised units this move is called Cruise or moving at cruising speed, but this is just for flavour. Run and Cruise are only different labels for the same action. A running unit can move up to double its Move value in inches but is not able to perform Shooting and Stationary actions until it regains combat-readiness in its Consolidation phase. Additional Move actions are described on the following pages.
All Move actions are subject to the principles below. Models in the same unit as the moving model are an exception and can be ignored as long as the model does not end its movement on top of another. If the unit is able to reach the enemy, the units will fight in the Assault phase.
Declare which enemy unit your unit tries to assault. You must bring the first model you move into contact with the enemy unit.
If this is not possible, the model is not moved and the unit may perform a different Move action that is not an Assault move or remain stationary. After bringing the first model into contact, you can move the models in any order you like.
There are some constraints on their movement though:. Enemy models Models in contact fight in the Assault phase. To keep the distinction clear, a model may not move within 1 of an enemy model. In order to initiate a close combat, the unit must execute a Move action with the type Assault, as described later in this section.
Minimum distance When a unit performs a Move action, it is permissible for a unit to move only a fragment of an inch or not at all, no matter which Move action it conducts. This represents the fact, that a unit decides to move but than doubles down or performs evasive manoeuvres. The unit is still subject to all limitations implicated by the declared move. The most important one is that each model must end its assault move in coherency with another model in its own unit that has already moved and out of 1 of enemy units it does not wish to assault.
If possible, the model must move into base contact with an enemy model that is not already in base-to-base contact with an assaulting model. A model may but is not obliged to move into contact with an enemy model that belongs to another unit than the one that is assaulted. If there are no such models in reach, then the model must end its movement as close as possible to the assaulted enemy unit. If you follow this sequence you will end up with all the models in the assaulting unit in unit coherency, having engaged as many enemy models as possible.
The units and the models in the units are now locked in close combat with each other. Turning Models may turn during their movement. As you move models in a unit they can turn around by any amount, without any penalty to the distance they are able to cover. Models turn by pivoting on the spot about their centre-point. You can turn every model in the unit in any direction you like regardless of the models movement distance. No part of a model may move through obstacles during the process.
Different movement distances All models in a unit use the Move value of the slowest model. Assaulting multiple units As you move assaulting models, you may find it is possible to reach other enemy units that are close to the one you are assaulting.
As usual the first model must be moved into contact with the unit that the Assault move was declared against. Then remaining models can assault models belonging to other enemy units, as long as they keep following the rules for moving assaulting models. Remember that the assaulting unit is not allowed to break its unit coherency, and this will obviously limit the potential of this kind of assault. Unit Coherency When you are moving a unit, the individual models in it can move up to their maximum movement distance, but they must end up in unit coherency.
If they have not been in unit coherency at the start of the move, they must end up in coherency nonetheless. In order to fight the foe face to face you must bring your models close to an enemy unit first. If your unit performs a Move action with the additional type Assault, it may move into contact with enemy models, ignoring the usual 1 gap.
Apart from the exceptions described. A Charge is an Assault move and follows the rules as described to the left. A charging unit can move up to double its Move value in inches but cannot perform Shooting and Stationary actions until it regains combat-readiness in its Consolidation phase this comes into play if the close combat lasts only one turn and the unit is no longer locked in its Shooting phase. Being in close combat imposes additional constraints on the unit. Units moving flat out can move up to triple their Move value in inches.
A unit moving flat out is barred from using Psychic, Stationary, Shooting and Support actions until it regains combatreadiness in its Consolidation phase. A unit that speculates to break the enemy in a single close combat phase to be free to use its weapons afterwards can perform a more calculated move to engage the enemy. A unit that engages can move up to its Move value in inches. It is barred from using Stationary actions until it regains combat-readiness in its Consolidation phase.
These minor moves are called Consolidations or Consolidate moves. To make clear that these movements are not Move actions we prefer the term Consolidation. Most Consolidations are either Free or Support actions and can be performed even if the unit is not allowed to move.
Consolidations follow the rules for normal Move actions with the following exceptions: A Consolidate move is not affected by difficult or dangerous terrain. No Move action has to be declared. Consolidations use a fixed movement distance that does not depend on the Move value of the unit in most cases. A stationary unit still counts as stationary after executing a Consolidation.
Some Consolidations are performed while the unit is locked in combat. Models may end their Consolidation in contact with enemy models but only if their unit is already locked with the enemy unit. Models may not lock another unit in combat while they consolidate.
The Move actions explained here are limited to the use by units with an appropriate special rule. Not every unit possesses a teleporting device or is fast enough to move at supersonic speed. In rare cases a special piece of wargear or psychic power from a Codex book allows a unit to make a Teleport move. Grey Knights with personal teleporters or the Necrons that are using the Monoliths eternity gate are among these fortunate troops.
The details of how a Teleport move is executed vary. The exact rules are presented in each Codex book. A Teleport move might use a fixed movement or the unit is placed in proximity of a marker. A teleporting unit has the Airborne terrain special rule for this movement and models in the unit can be placed on any level when entering multi-level terrain.
A teleporting unit is barred from using Stationary actions until it regains combat-readiness in its Consolidation phase. Whenever a movement special rules is tied to a specific unit type, it is presented in the Unit types section of this book. Gargantuan creatures and Eldar Titans stride over the battlefield outpacing any lesser warrior without the benefit of towering legs. Units with this special rule have a Move value of 15 but also the lumbering special rule.
Some vehicles or structures are not able to move once they are deployed like Drop Pods or Tarantula sentry guns or are built in place like fortifications. Models with this special rule are permanently immobile. This condition cannot be repaired or negated. These models cannot even perform Consolidations.
If a vehicle suffers an Damaged - Immobilised result on the Vehicle Damage table, the only effect is that the model suffers a Hull Breach and that subsequent Damaged - Immobilised results are treated as Vehicle - Destroyed instead.
Heavy tanks, bloated daemons and mechanical hulks are powerful adversaries, but due to their slow speed or reaction time they can easily be outmaneuvered. Units with the Lumbering rule ignore all other movement special rules.
Lumbering units cannot perform Run and Cruise moves. A unit with this ability may make Draw Back moves in their Consolidation phase, as explained on page A fast unit that conducts a Combat or Engage move performs Shooting actions as if it had performed a Turn.
Hence it can use Stationary actions and shoot with twice the number of weapons if it has the multi-targeting rule. In addition, fast units may move flat out, as described on the previous page. Some models are little more than mindless killing machines, incapable of rational thought and only interested in getting to grips with the enemy as soon as possible. As long as any enemy is visible to a model in the unit, a raging unit cannot perform Stationary actions.
If a visible enemy unit is within 12, the unit must take a Morale check ability at the start of its Movement phase. If it fails the test, it must perform a Charge action and assault the nearest visible unit. For every model the raging unit has lost during the game, the test is modified by The unit ignores this rule while it is broken or embarked or if no enemy is visible.
Title aside, units with this ability add 2 to the Move value of their unit type. For example, infantry with Fleet can move 8 during a Combat move and run Some units are touched by Chaos or use technology that is prone to malfunction. Their movement is totally unpredictable. Units with the Random Movement special rules roll 2D6 before they move. This is the Move value of the unit for this turn.
Roll only once for the whole unit. Note that random movement is not a universal special rule. If there is a single model in the unit without this special rule, the unit moves as normal.
Use the normal Move value of its unit type for the purpose of Consolidations. ASSAULT PHASE In an assault, troops storm forward, screaming their battle cries, releasing a last burst of gunfire at the enemys position, throwing grenades to drive the enemy from a well fortified position at the last moment, and finally charge eager to strike into their foes with knives, claws, bayonets or gun butts in a desperate close combat.
If two units are in base to base contact at the start of the Assault phase, they are involved in the same close combat or assault. There may be several separate assaults being fought simultaneously in different parts of the battlefield. If this is the case, the player whose turn it is can choose what order to resolve the combats in, completing each combat before moving on to the next combat.
The opponent moves all of the models in the unit into base contact with the enemy, or at least into position to be engaged. He picks another unit and repeats until all his assaulted units have moved. The next opposing player repeats step 1 to 3 until all opposing player have moved their units. Pick a combat. All players check which models are engaged. Resolve damage in Initiative order: Engaged models roll to hit, wound and take saving throws as required.
To determine assault results total up wounds inflicted. The side which suffered the most wounds overall in the combat is the loser. The loser has to pass a Morale check or falls back. If the loser passes the test, go directly to pile-in moves. Units falling back from close combat must test to see if they successfully break off; if they fail they are destroyed. The winners may then consolidate their position. If units are still locked in close combat, then any models not in contact are moved 6" towards the enemy to continue the fight next turn.
Repeat until all combats have been resolved. All involved units try to close up to the enemy to bring the weight of their numbers to bear and take advantage of a superior positioning. Troops who are assaulting well entrenched enemies are at a massive disadvantage.
They are subject to deadly salvos of close range fire as they slowly struggle to get to grips with their foe and can be suddenly ambushed by enemies that are ready for them. Similarly troops that are already involved in a melee are vulnerable to enemy reinforcements that take them in the back. A unit that makes an Assault move may execute an Alpha Strike if it is only in contact with enemy units that are already locked in combat from a previous turn.
A unit that was assaulted may execute an Alpha Strike if it is not locked in combat with another unit from a previous turn and at least half of its models are in terrain. Models in a unit that performs an Alpha Strike have an Initiative value of 10 for actions with the type Strike during this turn.
A unit may perform this action even if being locked in combat normally bars it from performing Support actions. PILE-IN The players controlling the units that have been assaulted this turn must move any member of these units that is not yet in base contact with a foe towards the enemy.
This move is called Pile-In move. The players move their units in turn order. This can only happen after an Assault move. If two units get into contact by any other means, they are not locked and any model in contact is moved on the shortest way possible 1 away from enemy models.
This is a Free action. Units stay locked in combat during the whole Assault phase, even if their models are no longer in contact. How a unit ceases to be locked is described at the end of this section.
A unit conducting a pile-in move makes a 6 Consolidation to bring more models into contact with the enemy. Models that are already in contact with an enemy model are only moved if they are, at the same time, within 1 of an enemy unit they are not locked with. Similar to an Assault move, there are some movement constraints.
Each model must end its pile-in move in coherency with another model in its own unit that has already moved or is in base contact with the foe. Each model must end its move out of 1 of enemy units its unit is not locked with. If possible, the model must move into base contact with an enemy model it is locked with that is not already in base-to-base contact with a model of the unit.
If there are no such models in reach, then the model must end its movement as close as possible to a unit it is locked with and in unit coherency. In rare situations, the unit may end up out of coherency, even after following this procedure.
In this case the unit acts as normal and tries to restore the coherency later. Multiple Combat When a unit is locked with more than one enemy unit, they fight in the same multiple combat. If these enemy units are locked with several units themselves, the multiple combat gets even bigger. For the duration of the Assault phase, a unit is locked with every enemy unit that takes part in the same multiple combat even if they have no models in contact.
Determine which units are part of a multiple combat after making pile-in moves. Their attention is completely taken by the swirling mle. Likewise, while especially twisted and soulless commanders may wish their warriors to fire indiscriminately into the middle of close combats in the hopes of hitting the enemy, this is not permitted.
The events in a close combat move too quickly and the warriors themselves will be understandably hesitant about firing on their comrades they may end up in the same straits soon enough after all. Units that are locked in combat cannot be targeted by Shooting actions or Ramming moves. This rule prevents players from being penalized for clustering up their models during an assault as the rules demand.
Units that are locked in close combat do not have to take Morale checks pinning and Morale checks for casualties and terror resulting from Shooting actions; they are considered to be much too focused on fighting to be worried about being shot at! Non-standard Non-standard turn order In a game with more than two turns per game cycle, additional rules are necessary.
The models must direct their attacks towards these units. A model must attack in its own turn and in a game with standard turn order in the opposing players turn as well. The moment a model attacks is determined by its Initiative value.
Attacks follow the normal damage process - each attack that hits has a chance to wound, the wounded model gets a chance to save, and so on. Who can attack? Close combat is a swirling melee of troops leaping, spinning, hacking and slashing at one another. As well as fighting hand-to-hand, warriors will be firing at point blank range at any target that presents itself. Not every model in a locked unit may attack. In order to do so, a model must be in close proximity to the enemy.
The following models in a locked unit are said to be engaged in combat and must attack: Models in contact with an enemy model. Models within 3" of a friendly model of the same unit, which itself is in contact with an enemy model.
Working out which models are engaged in combat is done at the start of the fight after every pile-in move and will not change until its end, but casualties may make it difficult to remember as the fight continues, especially in a large combat. Aeronautica Imperialis Rulebook Pdf best www.
After some final minor revisions, the Word document was saved kmperialis a PDF. If you are interested in any of the additional content I have created for this game, you can go to the following places:. Battlefleet Gothic Rulebook - Warhammer 40k - Lexicanum tip wh40k. It contains the rules for playing the game over pages with 16 pages and the covers in colour, with the rest in black and white. The majority of the book's contents are available for download on Games-Workshop's official website.
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