02-25-2018, 07:41 AM
(This post was last modified: 03-02-2018, 03:00 AM by The Emperor of Mankind.)
Read the title.
For all you non 40k playing plebs this is how it works.
M is how many inches you can move, this is normally way smaller than it should be
WS is your weapon skill if it says 3+ you need to roll a 3 or better to hit
BS is your ballistic, the same as WS but with guns
S is your strength
T is your toughness, if your T is half the enemy strength they will wound you on 2s, if it is lower 3s, if it is equal 4s, if it is above 5s and if it is double 6s.
W is how many wounds you have
A is how many attacks you and how many close combat attacks you can make in a turn
Ld is your leadership but for single model units it isn't that important
Sv is similar to your WS or BS but it saves you from the wound. This is your armour save and can be changed.
If a weapon has X" under range it uses BS and is fired in the shooting phase, if the range is melee it is used in the attack phase.
Each weapon has a type, melee means that it is used in melee, assault means you can fire after advancing with a -1 to hit, rapid fire means you can double the shots within half range, grenade means that only one model in the unit may fire a grenade weapon but if it targets a unit in a ruins fortification it will do the maximum amount of hits. heavy means if you fire after moving you fire at a -1 to hit and pistol means you can fire in combat but you can only fire pistols or any other weapon type, not both.
Certain weapons and units have abilities that will be mentioned on the page, you may fire as many weapons as you want in the shooting phase.
Every model has faction keywords and keywords
If the unit is within cover (not 100% visible) add 1 to all armour save rolls.
In the movement phase you may move X" or if you advance X"+D6, you may not charge or shoot if you advance unless stated otherwise. If in combat you may fall back 1", you can not shoot or charge unless you have the FLY keyword or specified otherwise this turn.
In the psychic phase you may use psychic powers. Each model can only use psychic powers a set amount of times always know smite. You roll 2D6 and if you meet the required number you cast it successfully, if you roll double 1s or double 6s you take D3 mortal wounds and it fails. An enemy may counter a psychic power by rolling higher with a deny the witch test, they will not get perils of the warp for this though.
In the shooting phase you shoot. S is the strength of the weapon, AP is how much the enemy's armour save is reduced by (-2 AP targeting a 3+ save would make a 5+ save) and D is how many wounds it deals, these are not saved seperately.
In the charge phase you may nominate any unit within 12" of an enemy unit to charge. The enemy unit may then fire at the charging unit as if it was the shooting phase, assuming that ther are in range. The shooting unit may only hit on 6s though. If the model lives, roll 2D6, if the total is how many inches away the enemy model is -1" you may move it within 1" and then move it up to another 3" to pile in.
In the attack phase, the charging unit will always strike first unless said otherwise. They make A amount of attacks with multiple weapons not giving you more hits unless said otherwise. After the unit has fought, the other unit may strike back. Psychic powers may be used in combat but no ranged weapons can except for pistols.
In the moral phase you get every casualty each unit sustained that turn. if they took any, add D6 and subtract their Leadership. If the number is positive, that many models leave the battlefield.
You must be within 3" of an objective to take it, if you have the FLY keyword you will not be able to take it, if you are not a troop you may take it but will contest it if another non troop unit comes within 3". If you are a troop you will take it even if a non troop unit is within 3" but will contest it against other troop units.
For all you non 40k playing plebs this is how it works.
M is how many inches you can move, this is normally way smaller than it should be
WS is your weapon skill if it says 3+ you need to roll a 3 or better to hit
BS is your ballistic, the same as WS but with guns
S is your strength
T is your toughness, if your T is half the enemy strength they will wound you on 2s, if it is lower 3s, if it is equal 4s, if it is above 5s and if it is double 6s.
W is how many wounds you have
A is how many attacks you and how many close combat attacks you can make in a turn
Ld is your leadership but for single model units it isn't that important
Sv is similar to your WS or BS but it saves you from the wound. This is your armour save and can be changed.
If a weapon has X" under range it uses BS and is fired in the shooting phase, if the range is melee it is used in the attack phase.
Each weapon has a type, melee means that it is used in melee, assault means you can fire after advancing with a -1 to hit, rapid fire means you can double the shots within half range, grenade means that only one model in the unit may fire a grenade weapon but if it targets a unit in a ruins fortification it will do the maximum amount of hits. heavy means if you fire after moving you fire at a -1 to hit and pistol means you can fire in combat but you can only fire pistols or any other weapon type, not both.
Certain weapons and units have abilities that will be mentioned on the page, you may fire as many weapons as you want in the shooting phase.
Every model has faction keywords and keywords
If the unit is within cover (not 100% visible) add 1 to all armour save rolls.
In the movement phase you may move X" or if you advance X"+D6, you may not charge or shoot if you advance unless stated otherwise. If in combat you may fall back 1", you can not shoot or charge unless you have the FLY keyword or specified otherwise this turn.
In the psychic phase you may use psychic powers. Each model can only use psychic powers a set amount of times always know smite. You roll 2D6 and if you meet the required number you cast it successfully, if you roll double 1s or double 6s you take D3 mortal wounds and it fails. An enemy may counter a psychic power by rolling higher with a deny the witch test, they will not get perils of the warp for this though.
In the shooting phase you shoot. S is the strength of the weapon, AP is how much the enemy's armour save is reduced by (-2 AP targeting a 3+ save would make a 5+ save) and D is how many wounds it deals, these are not saved seperately.
In the charge phase you may nominate any unit within 12" of an enemy unit to charge. The enemy unit may then fire at the charging unit as if it was the shooting phase, assuming that ther are in range. The shooting unit may only hit on 6s though. If the model lives, roll 2D6, if the total is how many inches away the enemy model is -1" you may move it within 1" and then move it up to another 3" to pile in.
In the attack phase, the charging unit will always strike first unless said otherwise. They make A amount of attacks with multiple weapons not giving you more hits unless said otherwise. After the unit has fought, the other unit may strike back. Psychic powers may be used in combat but no ranged weapons can except for pistols.
In the moral phase you get every casualty each unit sustained that turn. if they took any, add D6 and subtract their Leadership. If the number is positive, that many models leave the battlefield.
You must be within 3" of an objective to take it, if you have the FLY keyword you will not be able to take it, if you are not a troop you may take it but will contest it if another non troop unit comes within 3". If you are a troop you will take it even if a non troop unit is within 3" but will contest it against other troop units.


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